MCP 3D Printer Server

by DMontgomery40
Verified
import { GPUTextureAspect, GPUTextureViewDimension, GPUTextureSampleType, GPUBufferBindingType, GPUStorageTextureAccess } from './WebGPUConstants.js'; import { FloatType, IntType, UnsignedIntType } from '../../../constants.js'; import { NodeAccess } from '../../../nodes/core/constants.js'; /** * A WebGPU backend utility module for managing bindings. * * When reading the documentation it's helpful to keep in mind that * all class definitions starting with 'GPU*' are modules from the * WebGPU API. So for example `BindGroup` is a class from the engine * whereas `GPUBindGroup` is a class from WebGPU. * * @private */ class WebGPUBindingUtils { /** * Constructs a new utility object. * * @param {WebGPUBackend} backend - The WebGPU backend. */ constructor( backend ) { /** * A reference to the WebGPU backend. * * @type {WebGPUBackend} */ this.backend = backend; /** * A cache for managing bind group layouts. * * @type {WeakMap<Array<Binding>,GPUBindGroupLayout>} */ this.bindGroupLayoutCache = new WeakMap(); } /** * Creates a GPU bind group layout for the given bind group. * * @param {BindGroup} bindGroup - The bind group. * @return {GPUBindGroupLayout} The GPU bind group layout. */ createBindingsLayout( bindGroup ) { const backend = this.backend; const device = backend.device; const entries = []; let index = 0; for ( const binding of bindGroup.bindings ) { const bindingGPU = { binding: index ++, visibility: binding.visibility }; if ( binding.isUniformBuffer || binding.isStorageBuffer ) { const buffer = {}; // GPUBufferBindingLayout if ( binding.isStorageBuffer ) { if ( binding.visibility & 4 ) { // compute if ( binding.access === NodeAccess.READ_WRITE || binding.access === NodeAccess.WRITE_ONLY ) { buffer.type = GPUBufferBindingType.Storage; } else { buffer.type = GPUBufferBindingType.ReadOnlyStorage; } } else { buffer.type = GPUBufferBindingType.ReadOnlyStorage; } } bindingGPU.buffer = buffer; } else if ( binding.isSampler ) { const sampler = {}; // GPUSamplerBindingLayout if ( binding.texture.isDepthTexture ) { if ( binding.texture.compareFunction !== null ) { sampler.type = 'comparison'; } } bindingGPU.sampler = sampler; } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) { bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout } else if ( binding.isSampledTexture && binding.store ) { const storageTexture = {}; // GPUStorageTextureBindingLayout storageTexture.format = this.backend.get( binding.texture ).texture.format; const access = binding.access; if ( access === NodeAccess.READ_WRITE ) { storageTexture.access = GPUStorageTextureAccess.ReadWrite; } else if ( access === NodeAccess.WRITE_ONLY ) { storageTexture.access = GPUStorageTextureAccess.WriteOnly; } else { storageTexture.access = GPUStorageTextureAccess.ReadOnly; } bindingGPU.storageTexture = storageTexture; } else if ( binding.isSampledTexture ) { const texture = {}; // GPUTextureBindingLayout const { primarySamples } = backend.utils.getTextureSampleData( binding.texture ); if ( primarySamples > 1 ) { texture.multisampled = true; if ( ! binding.texture.isDepthTexture ) { texture.sampleType = GPUTextureSampleType.UnfilterableFloat; } } if ( binding.texture.isDepthTexture ) { texture.sampleType = GPUTextureSampleType.Depth; } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) { const type = binding.texture.type; if ( type === IntType ) { texture.sampleType = GPUTextureSampleType.SInt; } else if ( type === UnsignedIntType ) { texture.sampleType = GPUTextureSampleType.UInt; } else if ( type === FloatType ) { if ( this.backend.hasFeature( 'float32-filterable' ) ) { texture.sampleType = GPUTextureSampleType.Float; } else { texture.sampleType = GPUTextureSampleType.UnfilterableFloat; } } } if ( binding.isSampledCubeTexture ) { texture.viewDimension = GPUTextureViewDimension.Cube; } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) { texture.viewDimension = GPUTextureViewDimension.TwoDArray; } else if ( binding.isSampledTexture3D ) { texture.viewDimension = GPUTextureViewDimension.ThreeD; } bindingGPU.texture = texture; } else { console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` ); } entries.push( bindingGPU ); } return device.createBindGroupLayout( { entries } ); } /** * Creates bindings from the given bind group definition. * * @param {BindGroup} bindGroup - The bind group. * @param {Array<BindGroup>} bindings - Array of bind groups. * @param {Number} cacheIndex - The cache index. * @param {Number} version - The version. */ createBindings( bindGroup, bindings, cacheIndex, version = 0 ) { const { backend, bindGroupLayoutCache } = this; const bindingsData = backend.get( bindGroup ); // setup (static) binding layout and (dynamic) binding group let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference ); if ( bindLayoutGPU === undefined ) { bindLayoutGPU = this.createBindingsLayout( bindGroup ); bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU ); } let bindGroupGPU; if ( cacheIndex > 0 ) { if ( bindingsData.groups === undefined ) { bindingsData.groups = []; bindingsData.versions = []; } if ( bindingsData.versions[ cacheIndex ] === version ) { bindGroupGPU = bindingsData.groups[ cacheIndex ]; } } if ( bindGroupGPU === undefined ) { bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU ); if ( cacheIndex > 0 ) { bindingsData.groups[ cacheIndex ] = bindGroupGPU; bindingsData.versions[ cacheIndex ] = version; } } bindingsData.group = bindGroupGPU; bindingsData.layout = bindLayoutGPU; } /** * Updates a buffer binding. * * @param {Buffer} binding - The buffer binding to update. */ updateBinding( binding ) { const backend = this.backend; const device = backend.device; const buffer = binding.buffer; const bufferGPU = backend.get( binding ).buffer; device.queue.writeBuffer( bufferGPU, 0, buffer, 0 ); } /** * Creates a GPU bind group for the camera index. * * @param {Uint32Array} data - The index data. * @param {GPUBindGroupLayout} layout - The GPU bind group layout. * @return {GPUBindGroup} The GPU bind group. */ createBindGroupIndex( data, layout ) { const backend = this.backend; const device = backend.device; const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST; const index = data[ 0 ]; const buffer = device.createBuffer( { label: 'bindingCameraIndex_' + index, size: 16, // uint(4) * 4 usage: usage } ); device.queue.writeBuffer( buffer, 0, data, 0 ); const entries = [ { binding: 0, resource: { buffer } } ]; return device.createBindGroup( { label: 'bindGroupCameraIndex_' + index, layout, entries } ); } /** * Creates a GPU bind group for the given bind group and GPU layout. * * @param {BindGroup} bindGroup - The bind group. * @param {GPUBindGroupLayout} layoutGPU - The GPU bind group layout. * @return {GPUBindGroup} The GPU bind group. */ createBindGroup( bindGroup, layoutGPU ) { const backend = this.backend; const device = backend.device; let bindingPoint = 0; const entriesGPU = []; for ( const binding of bindGroup.bindings ) { if ( binding.isUniformBuffer ) { const bindingData = backend.get( binding ); if ( bindingData.buffer === undefined ) { const byteLength = binding.byteLength; const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST; const bufferGPU = device.createBuffer( { label: 'bindingBuffer_' + binding.name, size: byteLength, usage: usage } ); bindingData.buffer = bufferGPU; } entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } ); } else if ( binding.isStorageBuffer ) { const bindingData = backend.get( binding ); if ( bindingData.buffer === undefined ) { const attribute = binding.attribute; //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST; //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer bindingData.buffer = backend.get( attribute ).buffer; } entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } ); } else if ( binding.isSampler ) { const textureGPU = backend.get( binding.texture ); entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } ); } else if ( binding.isSampledTexture ) { const textureData = backend.get( binding.texture ); let resourceGPU; if ( textureData.externalTexture !== undefined ) { resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } ); } else { const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount; const propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }-${ mipLevelCount }`; resourceGPU = textureData[ propertyName ]; if ( resourceGPU === undefined ) { const aspectGPU = GPUTextureAspect.All; let dimensionViewGPU; if ( binding.isSampledCubeTexture ) { dimensionViewGPU = GPUTextureViewDimension.Cube; } else if ( binding.isSampledTexture3D ) { dimensionViewGPU = GPUTextureViewDimension.ThreeD; } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) { dimensionViewGPU = GPUTextureViewDimension.TwoDArray; } else { dimensionViewGPU = GPUTextureViewDimension.TwoD; } resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount } ); } } entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } ); } bindingPoint ++; } return device.createBindGroup( { label: 'bindGroup_' + bindGroup.name, layout: layoutGPU, entries: entriesGPU } ); } } export default WebGPUBindingUtils;