MCP 3D Printer Server
by DMontgomery40
Verified
import {
GPUTextureFormat, GPUAddressMode, GPUFilterMode, GPUTextureDimension, GPUFeatureName
} from './WebGPUConstants.js';
import WebGPUTexturePassUtils from './WebGPUTexturePassUtils.js';
import {
ByteType, ShortType,
NearestFilter, NearestMipmapNearestFilter, NearestMipmapLinearFilter,
RepeatWrapping, MirroredRepeatWrapping,
RGB_ETC2_Format, RGBA_ETC2_EAC_Format,
RGBAFormat, RGBFormat, RedFormat, RGFormat, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, UnsignedByteType, FloatType, HalfFloatType, SRGBColorSpace, DepthFormat, DepthStencilFormat,
RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format,
RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, UnsignedIntType, UnsignedShortType, UnsignedInt248Type, UnsignedInt5999Type,
NeverCompare, AlwaysCompare, LessCompare, LessEqualCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, IntType, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat,
CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping
} from '../../../constants.js';
import { CubeTexture } from '../../../textures/CubeTexture.js';
import { DepthTexture } from '../../../textures/DepthTexture.js';
import { Texture } from '../../../textures/Texture.js';
const _compareToWebGPU = {
[ NeverCompare ]: 'never',
[ LessCompare ]: 'less',
[ EqualCompare ]: 'equal',
[ LessEqualCompare ]: 'less-equal',
[ GreaterCompare ]: 'greater',
[ GreaterEqualCompare ]: 'greater-equal',
[ AlwaysCompare ]: 'always',
[ NotEqualCompare ]: 'not-equal'
};
const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
/**
* A WebGPU backend utility module for managing textures.
*
* @private
*/
class WebGPUTextureUtils {
/**
* 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 reference to the pass utils.
*
* @type {WebGPUTexturePassUtils?}
* @default null
*/
this._passUtils = null;
/**
* A dictionary for managing default textures. The key
* is the texture format, the value the texture object.
*
* @type {Object<String,Texture>}
*/
this.defaultTexture = {};
/**
* A dictionary for managing default cube textures. The key
* is the texture format, the value the texture object.
*
* @type {Object<String,CubeTexture>}
*/
this.defaultCubeTexture = {};
/**
* A default video frame.
*
* @type {VideoFrame?}
* @default null
*/
this.defaultVideoFrame = null;
/**
* Represents the color attachment of the default framebuffer.
*
* @type {GPUTexture?}
* @default null
*/
this.colorBuffer = null;
/**
* Represents the depth attachment of the default framebuffer.
*
* @type {DepthTexture}
*/
this.depthTexture = new DepthTexture();
this.depthTexture.name = 'depthBuffer';
}
/**
* Creates a GPU sampler for the given texture.
*
* @param {Texture} texture - The texture to create the sampler for.
*/
createSampler( texture ) {
const backend = this.backend;
const device = backend.device;
const textureGPU = backend.get( texture );
const samplerDescriptorGPU = {
addressModeU: this._convertAddressMode( texture.wrapS ),
addressModeV: this._convertAddressMode( texture.wrapT ),
addressModeW: this._convertAddressMode( texture.wrapR ),
magFilter: this._convertFilterMode( texture.magFilter ),
minFilter: this._convertFilterMode( texture.minFilter ),
mipmapFilter: this._convertFilterMode( texture.minFilter ),
maxAnisotropy: 1
};
// anisotropy can only be used when all filter modes are set to linear.
if ( samplerDescriptorGPU.magFilter === GPUFilterMode.Linear && samplerDescriptorGPU.minFilter === GPUFilterMode.Linear && samplerDescriptorGPU.mipmapFilter === GPUFilterMode.Linear ) {
samplerDescriptorGPU.maxAnisotropy = texture.anisotropy;
}
if ( texture.isDepthTexture && texture.compareFunction !== null ) {
samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
}
textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
}
/**
* Creates a default texture for the given texture that can be used
* as a placeholder until the actual texture is ready for usage.
*
* @param {Texture} texture - The texture to create a default texture for.
*/
createDefaultTexture( texture ) {
let textureGPU;
const format = getFormat( texture );
if ( texture.isCubeTexture ) {
textureGPU = this._getDefaultCubeTextureGPU( format );
} else if ( texture.isVideoTexture ) {
this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
} else {
textureGPU = this._getDefaultTextureGPU( format );
}
this.backend.get( texture ).texture = textureGPU;
}
/**
* Defines a texture on the GPU for the given texture object.
*
* @param {Texture} texture - The texture.
* @param {Object} [options={}] - Optional configuration parameter.
* @return {undefined}
*/
createTexture( texture, options = {} ) {
const backend = this.backend;
const textureData = backend.get( texture );
if ( textureData.initialized ) {
throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
}
if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
if ( options.levels === undefined ) options.levels = 1;
if ( options.depth === undefined ) options.depth = 1;
const { width, height, depth, levels } = options;
if ( texture.isFramebufferTexture ) {
if ( options.renderTarget ) {
options.format = this.backend.utils.getCurrentColorFormat( options.renderTarget );
} else {
options.format = this.backend.utils.getPreferredCanvasFormat();
}
}
const dimension = this._getDimension( texture );
const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
textureData.format = format;
const { samples, primarySamples, isMSAA } = backend.utils.getTextureSampleData( texture );
let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
if ( texture.isStorageTexture === true ) {
usage |= GPUTextureUsage.STORAGE_BINDING;
}
if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true ) {
usage |= GPUTextureUsage.RENDER_ATTACHMENT;
}
const textureDescriptorGPU = {
label: texture.name,
size: {
width: width,
height: height,
depthOrArrayLayers: depth,
},
mipLevelCount: levels,
sampleCount: primarySamples,
dimension: dimension,
format: format,
usage: usage
};
// texture creation
if ( texture.isVideoTexture ) {
const video = texture.source.data;
const videoFrame = new VideoFrame( video );
textureDescriptorGPU.size.width = videoFrame.displayWidth;
textureDescriptorGPU.size.height = videoFrame.displayHeight;
videoFrame.close();
textureData.externalTexture = video;
} else {
if ( format === undefined ) {
console.warn( 'WebGPURenderer: Texture format not supported.' );
return this.createDefaultTexture( texture );
}
textureData.texture = backend.device.createTexture( textureDescriptorGPU );
}
if ( isMSAA ) {
const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
msaaTextureDescriptorGPU.sampleCount = samples;
textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
}
textureData.initialized = true;
textureData.textureDescriptorGPU = textureDescriptorGPU;
}
/**
* Destroys the GPU data for the given texture object.
*
* @param {Texture} texture - The texture.
*/
destroyTexture( texture ) {
const backend = this.backend;
const textureData = backend.get( texture );
if ( textureData.texture !== undefined ) textureData.texture.destroy();
if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
backend.delete( texture );
}
/**
* Destroys the GPU sampler for the given texture.
*
* @param {Texture} texture - The texture to destroy the sampler for.
*/
destroySampler( texture ) {
const backend = this.backend;
const textureData = backend.get( texture );
delete textureData.sampler;
}
/**
* Generates mipmaps for the given texture.
*
* @param {Texture} texture - The texture.
*/
generateMipmaps( texture ) {
const textureData = this.backend.get( texture );
if ( texture.isCubeTexture ) {
for ( let i = 0; i < 6; i ++ ) {
this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
}
} else {
const depth = texture.image.depth || 1;
for ( let i = 0; i < depth; i ++ ) {
this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
}
}
}
/**
* Returns the color buffer representing the color
* attachment of the default framebuffer.
*
* @return {GPUTexture} The color buffer.
*/
getColorBuffer() {
if ( this.colorBuffer ) this.colorBuffer.destroy();
const backend = this.backend;
const { width, height } = backend.getDrawingBufferSize();
this.colorBuffer = backend.device.createTexture( {
label: 'colorBuffer',
size: {
width: width,
height: height,
depthOrArrayLayers: 1
},
sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
format: backend.utils.getPreferredCanvasFormat(),
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
} );
return this.colorBuffer;
}
/**
* Returns the depth buffer representing the depth
* attachment of the default framebuffer.
*
* @param {Boolean} [depth=true] - Whether depth is enabled or not.
* @param {Boolean} [stencil=false] - Whether stencil is enabled or not.
* @return {GPUTexture} The depth buffer.
*/
getDepthBuffer( depth = true, stencil = false ) {
const backend = this.backend;
const { width, height } = backend.getDrawingBufferSize();
const depthTexture = this.depthTexture;
const depthTextureGPU = backend.get( depthTexture ).texture;
let format, type;
if ( stencil ) {
format = DepthStencilFormat;
type = UnsignedInt248Type;
} else if ( depth ) {
format = DepthFormat;
type = UnsignedIntType;
}
if ( depthTextureGPU !== undefined ) {
if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
return depthTextureGPU;
}
this.destroyTexture( depthTexture );
}
depthTexture.name = 'depthBuffer';
depthTexture.format = format;
depthTexture.type = type;
depthTexture.image.width = width;
depthTexture.image.height = height;
this.createTexture( depthTexture, { width, height } );
return backend.get( depthTexture ).texture;
}
/**
* Uploads the updated texture data to the GPU.
*
* @param {Texture} texture - The texture.
* @param {Object} [options={}] - Optional configuration parameter.
*/
updateTexture( texture, options ) {
const textureData = this.backend.get( texture );
const { textureDescriptorGPU } = textureData;
if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
return;
// transfer texture data
if ( texture.isDataTexture ) {
this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
} else if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
for ( let i = 0; i < options.image.depth; i ++ ) {
this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
}
} else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {
this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
} else if ( texture.isCubeTexture ) {
this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
} else if ( texture.isVideoTexture ) {
const video = texture.source.data;
textureData.externalTexture = video;
} else {
this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
}
//
textureData.version = texture.version;
if ( texture.onUpdate ) texture.onUpdate( texture );
}
/**
* Returns texture data as a typed array.
*
* @async
* @param {Texture} texture - The texture to copy.
* @param {Number} x - The x coordinate of the copy origin.
* @param {Number} y - The y coordinate of the copy origin.
* @param {Number} width - The width of the copy.
* @param {Number} height - The height of the copy.
* @param {Number} faceIndex - The face index.
* @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
*/
async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
const device = this.backend.device;
const textureData = this.backend.get( texture );
const textureGPU = textureData.texture;
const format = textureData.textureDescriptorGPU.format;
const bytesPerTexel = this._getBytesPerTexel( format );
let bytesPerRow = width * bytesPerTexel;
bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
const readBuffer = device.createBuffer(
{
size: width * height * bytesPerTexel,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
}
);
const encoder = device.createCommandEncoder();
encoder.copyTextureToBuffer(
{
texture: textureGPU,
origin: { x, y, z: faceIndex },
},
{
buffer: readBuffer,
bytesPerRow: bytesPerRow
},
{
width: width,
height: height
}
);
const typedArrayType = this._getTypedArrayType( format );
device.queue.submit( [ encoder.finish() ] );
await readBuffer.mapAsync( GPUMapMode.READ );
const buffer = readBuffer.getMappedRange();
return new typedArrayType( buffer );
}
/**
* Returns `true` if the given texture is an environment map.
*
* @private
* @param {Texture} texture - The texture.
* @return {Boolean} Whether the given texture is an environment map or not.
*/
_isEnvironmentTexture( texture ) {
const mapping = texture.mapping;
return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
}
/**
* Returns the default GPU texture for the given format.
*
* @private
* @param {String} format - The GPU format.
* @return {GPUTexture} The GPU texture.
*/
_getDefaultTextureGPU( format ) {
let defaultTexture = this.defaultTexture[ format ];
if ( defaultTexture === undefined ) {
const texture = new Texture();
texture.minFilter = NearestFilter;
texture.magFilter = NearestFilter;
this.createTexture( texture, { width: 1, height: 1, format } );
this.defaultTexture[ format ] = defaultTexture = texture;
}
return this.backend.get( defaultTexture ).texture;
}
/**
* Returns the default GPU cube texture for the given format.
*
* @private
* @param {String} format - The GPU format.
* @return {GPUTexture} The GPU texture.
*/
_getDefaultCubeTextureGPU( format ) {
let defaultCubeTexture = this.defaultTexture[ format ];
if ( defaultCubeTexture === undefined ) {
const texture = new CubeTexture();
texture.minFilter = NearestFilter;
texture.magFilter = NearestFilter;
this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
}
return this.backend.get( defaultCubeTexture ).texture;
}
/**
* Returns the default video frame used as default data in context of video textures.
*
* @private
* @return {VideoFrame} The video frame.
*/
_getDefaultVideoFrame() {
let defaultVideoFrame = this.defaultVideoFrame;
if ( defaultVideoFrame === null ) {
const init = {
timestamp: 0,
codedWidth: 1,
codedHeight: 1,
format: 'RGBA',
};
this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
}
return defaultVideoFrame;
}
/**
* Uploads cube texture image data to the GPU memory.
*
* @private
* @param {Array} images - The cube image data.
* @param {GPUTexture} textureGPU - The GPU texture.
* @param {Object} textureDescriptorGPU - The GPU texture descriptor.
* @param {Boolean} flipY - Whether to flip texture data along their vertical axis or not.
*/
_copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
for ( let i = 0; i < 6; i ++ ) {
const image = images[ i ];
const flipIndex = flipY === true ? _flipMap[ i ] : i;
if ( image.isDataTexture ) {
this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
} else {
this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
}
}
}
/**
* Uploads texture image data to the GPU memory.
*
* @private
* @param {HTMLImageElement|ImageBitmap|HTMLCanvasElement} image - The image data.
* @param {GPUTexture} textureGPU - The GPU texture.
* @param {Object} textureDescriptorGPU - The GPU texture descriptor.
* @param {Number} originDepth - The origin depth.
* @param {Boolean} flipY - Whether to flip texture data along their vertical axis or not.
*/
_copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
const device = this.backend.device;
device.queue.copyExternalImageToTexture(
{
source: image,
flipY: flipY
}, {
texture: textureGPU,
mipLevel: 0,
origin: { x: 0, y: 0, z: originDepth }
}, {
width: image.width,
height: image.height,
depthOrArrayLayers: 1
}
);
}
/**
* Returns the pass utils singleton.
*
* @private
* @return {WebGPUTexturePassUtils} The utils instance.
*/
_getPassUtils() {
let passUtils = this._passUtils;
if ( passUtils === null ) {
this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
}
return passUtils;
}
/**
* Generates mipmaps for the given GPU texture.
*
* @private
* @param {GPUTexture} textureGPU - The GPU texture object.
* @param {Object} textureDescriptorGPU - The texture descriptor.
* @param {Number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
*/
_generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
}
/**
* Flip the contents of the given GPU texture along its vertical axis.
*
* @private
* @param {GPUTexture} textureGPU - The GPU texture object.
* @param {Object} textureDescriptorGPU - The texture descriptor.
* @param {Number} [originDepth=0] - The origin depth.
*/
_flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
}
/**
* Uploads texture buffer data to the GPU memory.
*
* @private
* @param {Object} image - An object defining the image buffer data.
* @param {GPUTexture} textureGPU - The GPU texture.
* @param {Object} textureDescriptorGPU - The GPU texture descriptor.
* @param {Number} originDepth - The origin depth.
* @param {Boolean} flipY - Whether to flip texture data along their vertical axis or not.
* @param {Number} [depth=0] - TODO.
*/
_copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
// @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
// @TODO: Consider to support valid buffer layouts with other formats like RGB
const device = this.backend.device;
const data = image.data;
const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
const bytesPerRow = image.width * bytesPerTexel;
device.queue.writeTexture(
{
texture: textureGPU,
mipLevel: 0,
origin: { x: 0, y: 0, z: originDepth }
},
data,
{
offset: image.width * image.height * bytesPerTexel * depth,
bytesPerRow
},
{
width: image.width,
height: image.height,
depthOrArrayLayers: 1
} );
if ( flipY === true ) {
this._flipY( textureGPU, textureDescriptorGPU, originDepth );
}
}
/**
* Uploads compressed texture data to the GPU memory.
*
* @private
* @param {Array<Object>} mipmaps - An array with mipmap data.
* @param {GPUTexture} textureGPU - The GPU texture.
* @param {Object} textureDescriptorGPU - The GPU texture descriptor.
*/
_copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
// @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
const device = this.backend.device;
const blockData = this._getBlockData( textureDescriptorGPU.format );
const isTextureArray = textureDescriptorGPU.size.depthOrArrayLayers > 1;
for ( let i = 0; i < mipmaps.length; i ++ ) {
const mipmap = mipmaps[ i ];
const width = mipmap.width;
const height = mipmap.height;
const depth = isTextureArray ? textureDescriptorGPU.size.depthOrArrayLayers : 1;
const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );
for ( let j = 0; j < depth; j ++ ) {
device.queue.writeTexture(
{
texture: textureGPU,
mipLevel: i,
origin: { x: 0, y: 0, z: j }
},
mipmap.data,
{
offset: j * bytesPerImage,
bytesPerRow,
rowsPerImage: Math.ceil( height / blockData.height )
},
{
width: Math.ceil( width / blockData.width ) * blockData.width,
height: Math.ceil( height / blockData.height ) * blockData.height,
depthOrArrayLayers: 1
}
);
}
}
}
/**
* This method is only relevant for compressed texture formats. It returns a block
* data descriptor for the given GPU compressed texture format.
*
* @private
* @param {String} format - The GPU compressed texture format.
* @return {Object} The block data descriptor.
*/
_getBlockData( format ) {
if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
}
/**
* Converts the three.js uv wrapping constants to GPU address mode constants.
*
* @private
* @param {Number} value - The three.js constant defining a uv wrapping mode.
* @return {String} The GPU address mode.
*/
_convertAddressMode( value ) {
let addressMode = GPUAddressMode.ClampToEdge;
if ( value === RepeatWrapping ) {
addressMode = GPUAddressMode.Repeat;
} else if ( value === MirroredRepeatWrapping ) {
addressMode = GPUAddressMode.MirrorRepeat;
}
return addressMode;
}
/**
* Converts the three.js filter constants to GPU filter constants.
*
* @private
* @param {Number} value - The three.js constant defining a filter mode.
* @return {String} The GPU filter mode.
*/
_convertFilterMode( value ) {
let filterMode = GPUFilterMode.Linear;
if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
filterMode = GPUFilterMode.Nearest;
}
return filterMode;
}
/**
* Returns the bytes-per-texel value for the given GPU texture format.
*
* @private
* @param {String} format - The GPU texture format.
* @return {Number} The bytes-per-texel.
*/
_getBytesPerTexel( format ) {
// 8-bit formats
if ( format === GPUTextureFormat.R8Unorm ||
format === GPUTextureFormat.R8Snorm ||
format === GPUTextureFormat.R8Uint ||
format === GPUTextureFormat.R8Sint ) return 1;
// 16-bit formats
if ( format === GPUTextureFormat.R16Uint ||
format === GPUTextureFormat.R16Sint ||
format === GPUTextureFormat.R16Float ||
format === GPUTextureFormat.RG8Unorm ||
format === GPUTextureFormat.RG8Snorm ||
format === GPUTextureFormat.RG8Uint ||
format === GPUTextureFormat.RG8Sint ) return 2;
// 32-bit formats
if ( format === GPUTextureFormat.R32Uint ||
format === GPUTextureFormat.R32Sint ||
format === GPUTextureFormat.R32Float ||
format === GPUTextureFormat.RG16Uint ||
format === GPUTextureFormat.RG16Sint ||
format === GPUTextureFormat.RG16Float ||
format === GPUTextureFormat.RGBA8Unorm ||
format === GPUTextureFormat.RGBA8UnormSRGB ||
format === GPUTextureFormat.RGBA8Snorm ||
format === GPUTextureFormat.RGBA8Uint ||
format === GPUTextureFormat.RGBA8Sint ||
format === GPUTextureFormat.BGRA8Unorm ||
format === GPUTextureFormat.BGRA8UnormSRGB ||
// Packed 32-bit formats
format === GPUTextureFormat.RGB9E5UFloat ||
format === GPUTextureFormat.RGB10A2Unorm ||
format === GPUTextureFormat.RG11B10UFloat ||
format === GPUTextureFormat.Depth32Float ||
format === GPUTextureFormat.Depth24Plus ||
format === GPUTextureFormat.Depth24PlusStencil8 ||
format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
// 64-bit formats
if ( format === GPUTextureFormat.RG32Uint ||
format === GPUTextureFormat.RG32Sint ||
format === GPUTextureFormat.RG32Float ||
format === GPUTextureFormat.RGBA16Uint ||
format === GPUTextureFormat.RGBA16Sint ||
format === GPUTextureFormat.RGBA16Float ) return 8;
// 128-bit formats
if ( format === GPUTextureFormat.RGBA32Uint ||
format === GPUTextureFormat.RGBA32Sint ||
format === GPUTextureFormat.RGBA32Float ) return 16;
}
/**
* Returns the corresponding typed array type for the given GPU texture format.
*
* @private
* @param {String} format - The GPU texture format.
* @return {TypedArray.constructor} The typed array type.
*/
_getTypedArrayType( format ) {
if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;
if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
if ( format === GPUTextureFormat.R32Float ) return Float32Array;
if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
}
/**
* Returns the GPU dimensions for the given texture.
*
* @private
* @param {Texture} texture - The texture.
* @return {String} The GPU dimension.
*/
_getDimension( texture ) {
let dimension;
if ( texture.isData3DTexture ) {
dimension = GPUTextureDimension.ThreeD;
} else {
dimension = GPUTextureDimension.TwoD;
}
return dimension;
}
}
/**
* Returns the GPU format for the given texture.
*
* @param {Texture} texture - The texture.
* @param {GPUDevice?} [device=null] - The GPU device which is used for feature detection.
* It is not necessary to apply the device for most formats.
* @return {String} The GPU format.
*/
export function getFormat( texture, device = null ) {
const format = texture.format;
const type = texture.type;
const colorSpace = texture.colorSpace;
let formatGPU;
if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {
switch ( format ) {
case RGBA_S3TC_DXT1_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
break;
case RGBA_S3TC_DXT3_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
break;
case RGBA_S3TC_DXT5_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
break;
case RGB_ETC2_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
break;
case RGBA_ETC2_EAC_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
break;
case RGBA_ASTC_4x4_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
break;
case RGBA_ASTC_5x4_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
break;
case RGBA_ASTC_5x5_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
break;
case RGBA_ASTC_6x5_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
break;
case RGBA_ASTC_6x6_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
break;
case RGBA_ASTC_8x5_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
break;
case RGBA_ASTC_8x6_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
break;
case RGBA_ASTC_8x8_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
break;
case RGBA_ASTC_10x5_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
break;
case RGBA_ASTC_10x6_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
break;
case RGBA_ASTC_10x8_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
break;
case RGBA_ASTC_10x10_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
break;
case RGBA_ASTC_12x10_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
break;
case RGBA_ASTC_12x12_Format:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
break;
case RGBAFormat:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture format.', format );
}
} else {
switch ( format ) {
case RGBAFormat:
switch ( type ) {
case ByteType:
formatGPU = GPUTextureFormat.RGBA8Snorm;
break;
case ShortType:
formatGPU = GPUTextureFormat.RGBA16Sint;
break;
case UnsignedShortType:
formatGPU = GPUTextureFormat.RGBA16Uint;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.RGBA32Uint;
break;
case IntType:
formatGPU = GPUTextureFormat.RGBA32Sint;
break;
case UnsignedByteType:
formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
break;
case HalfFloatType:
formatGPU = GPUTextureFormat.RGBA16Float;
break;
case FloatType:
formatGPU = GPUTextureFormat.RGBA32Float;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
}
break;
case RGBFormat:
switch ( type ) {
case UnsignedInt5999Type:
formatGPU = GPUTextureFormat.RGB9E5UFloat;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
}
break;
case RedFormat:
switch ( type ) {
case ByteType:
formatGPU = GPUTextureFormat.R8Snorm;
break;
case ShortType:
formatGPU = GPUTextureFormat.R16Sint;
break;
case UnsignedShortType:
formatGPU = GPUTextureFormat.R16Uint;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.R32Uint;
break;
case IntType:
formatGPU = GPUTextureFormat.R32Sint;
break;
case UnsignedByteType:
formatGPU = GPUTextureFormat.R8Unorm;
break;
case HalfFloatType:
formatGPU = GPUTextureFormat.R16Float;
break;
case FloatType:
formatGPU = GPUTextureFormat.R32Float;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
}
break;
case RGFormat:
switch ( type ) {
case ByteType:
formatGPU = GPUTextureFormat.RG8Snorm;
break;
case ShortType:
formatGPU = GPUTextureFormat.RG16Sint;
break;
case UnsignedShortType:
formatGPU = GPUTextureFormat.RG16Uint;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.RG32Uint;
break;
case IntType:
formatGPU = GPUTextureFormat.RG32Sint;
break;
case UnsignedByteType:
formatGPU = GPUTextureFormat.RG8Unorm;
break;
case HalfFloatType:
formatGPU = GPUTextureFormat.RG16Float;
break;
case FloatType:
formatGPU = GPUTextureFormat.RG32Float;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
}
break;
case DepthFormat:
switch ( type ) {
case UnsignedShortType:
formatGPU = GPUTextureFormat.Depth16Unorm;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.Depth24Plus;
break;
case FloatType:
formatGPU = GPUTextureFormat.Depth32Float;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
}
break;
case DepthStencilFormat:
switch ( type ) {
case UnsignedInt248Type:
formatGPU = GPUTextureFormat.Depth24PlusStencil8;
break;
case FloatType:
if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
}
formatGPU = GPUTextureFormat.Depth32FloatStencil8;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
}
break;
case RedIntegerFormat:
switch ( type ) {
case IntType:
formatGPU = GPUTextureFormat.R32Sint;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.R32Uint;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
}
break;
case RGIntegerFormat:
switch ( type ) {
case IntType:
formatGPU = GPUTextureFormat.RG32Sint;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.RG32Uint;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
}
break;
case RGBAIntegerFormat:
switch ( type ) {
case IntType:
formatGPU = GPUTextureFormat.RGBA32Sint;
break;
case UnsignedIntType:
formatGPU = GPUTextureFormat.RGBA32Uint;
break;
default:
console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
}
break;
default:
console.error( 'WebGPURenderer: Unsupported texture format.', format );
}
}
return formatGPU;
}
export default WebGPUTextureUtils;