轻量封装WebGPU渲染系统示例<18>- 材质多pass实现GPU Compute计算(源码)

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当前示例源码github地址:

https://github.com/vilyLei/voxwebgpu/blob/feature/rendering/src/voxgpu/sample/ComputeMaterialTest.ts

系统特性:

1. 用户态与系统态隔离。

         细节请见:引擎系统设计思路 - 用户态与系统态隔离-CSDN博客

2. 高频调用与低频调用隔离。

3. 面向用户的易用性封装。

4. 渲染数据(内外部相关资源)和渲染机制分离。

5. 用户操作和渲染系统调度并行机制。

6. 数据/语义驱动。

7. 异步并行的场景/模型载入。

8. computing与rendering用法机制一致性。

        1). 构造过程一致性。

        2). 启用过程一致性。

        3). 自动兼容到material多pass以及material graph机制中。

此示例基于此渲染系统实现,当前示例TypeScript源码如下:

const gridSize = 32;
const shdWorkGroupSize = 8;

// an example compute shader
const compShdCode0 = `
			@group(0) @binding(0) var<uniform> grid: vec2f;
			@group(0) @binding(1) var<storage> cellStateIn: array<u32>;
			@group(0) @binding(2) var<storage, read_write> cellStateOut: array<u32>;

			fn cellIndex(cell: vec2u) -> u32 {
				return cell.y * u32(grid.x) + cell.x;
			}

			@compute @workgroup_size(${shdWorkGroupSize}, ${shdWorkGroupSize})
			fn compMain(@builtin(global_invocation_id) cell: vec3u) {
				if (cellStateIn[cellIndex(cell.xy)] == 1) {
					cellStateOut[cellIndex(cell.xy)] = 0;
				} else {
					cellStateOut[cellIndex(cell.xy)] = 1;
				}
			}`;

// an example compute shader
const compShdCode1 = `
			@group(0) @binding(0) var<uniform> grid: vec2f;
			@group(0) @binding(1) var<storage> cellStateIn: array<u32>;
			@group(0) @binding(2) var<storage, read_write> cellStateOut: array<u32>;

			fn cellIndex(cell: vec2u) -> u32 {
				return cell.y * u32(grid.x) + cell.x;
			}

			@compute @workgroup_size(${shdWorkGroupSize}, ${shdWorkGroupSize})
			fn compMain(@builtin(global_invocation_id) cell: vec3u) {
				if (cellStateIn[cellIndex(cell.xy)]%5 == 0) {
					cellStateOut[cellIndex(cell.xy)] = 0;
				} else {
					cellStateOut[cellIndex(cell.xy)] = 1;
				}
			}`;
export class ComputeMaterialTest {
	private mRscene = new RendererScene();

	initialize(): void {
		console.log("ComputeMaterialTest::initialize() ...");
		this.initScene();
	}

	private createUniformValues(): WGRUniformValue[] {
		const gridsSizesArray = new Float32Array([gridSize, gridSize]);
		const cellStateArray0 = new Uint32Array(gridSize * gridSize);
		for (let i = 0; i < cellStateArray0.length; i += 3) {
			cellStateArray0[i] = 1;
		}
		const cellStateArray1 = new Uint32Array(gridSize * gridSize);
		for (let i = 0; i < cellStateArray1.length; i++) {
			cellStateArray1[i] = i % 2;
		}
		const v0 = new WGRUniformValue({ data: gridsSizesArray, stride: 2 }).toVisibleAll();
		const v1 = new WGRStorageValue({ data: cellStateArray0, stride: 1 }).toVisibleVertComp();
		const v2 = new WGRStorageValue({ data: cellStateArray1, stride: 1 }).toVisibleComp();
		v2.toBufferForStorage();

		return [v0, v1, v2];
	}
	private createMaterial(shaderCodeSrc: WGRShderSrcType, shadinguuid: string): WGCompMaterial {
		const uniformValues = this.createUniformValues();
		const workcounts = [4, 4];
		return new WGCompMaterial({ shadinguuid, shaderCodeSrc, uniformValues, workcounts });
	}
	private initScene(): void {
		const rc = this.mRscene;

		let shaderCodeSrc0 = { code: compShdCode0, uuid: "computing-0" };
		let shaderCodeSrc1 = { code: compShdCode1, uuid: "computing-1" };
		let materials = [this.createMaterial(shaderCodeSrc0, "comp-1"), this.createMaterial(shaderCodeSrc1, "comp-2")];
		rc.addEntity(new ComputeEntity({ materials }));
	}

	run(): void {
		this.mRscene.run();
	}
}

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–mkdir: Unknown command Usage: hadoop fs [generic options] [-appendToFile <localsrc> ... <dst>] [-cat [-ignoreCrc] <src> ...] [-checksum <src> ...] [-chgrp [-R] GROUP PATH...] [-chmod [-R] <MODE[,MODE]... | OCTALMODE> PATH...] [-chown [-R] [OWNER][:[GROUP]] PATH...] [-copyFromLocal [-f] [-p] [-l] [-d] <localsrc> ... <dst>] [-copyToLocal [-f] [-p] [-ignoreCrc] [-crc] <src> ... <localdst>] [-count [-q] [-h] [-v] [-t [<storage type>]] [-u] [-x] <path> ...] [-cp [-f] [-p | -p[topax]] [-d] <src> ... <dst>] [-createSnapshot <snapshotDir> [<snapshotName>]] [-deleteSnapshot <snapshotDir> <snapshotName>] [-df [-h] [<path> ...]] [-du [-s] [-h] [-x] <path> ...] [-expunge] [-find <path> ... <expression> ...] [-get [-f] [-p] [-ignoreCrc] [-crc] <src> ... <localdst>] [-getfacl [-R] <path>] [-getfattr [-R] {-n name | -d} [-e en] <path>] [-getmerge [-nl] [-skip-empty-file] <src> <localdst>] [-help [cmd ...]] [-ls [-C] [-d] [-h] [-q] [-R] [-t] [-S] [-r] [-u] [<path> ...]] [-mkdir [-p] <path> ...] [-moveFromLocal <localsrc> ... <dst>] [-moveToLocal <src> <localdst>] [-mv <src> ... <dst>] [-put [-f] [-p] [-l] [-d] <localsrc> ... <dst>] [-renameSnapshot <snapshotDir> <oldName> <newName>] [-rm [-f] [-r|-R] [-skipTrash] [-safely] <src> ...] [-rmdir [--ignore-fail-on-non-empty] <dir> ...] [-setfacl [-R] [{-b|-k} {-m|-x <acl_spec>} <path>]|[--set <acl_spec> <path>]] [-setfattr {-n name [-v value] | -x name} <path>] [-setrep [-R] [-w] <rep> <path> ...] [-stat [format] <path> ...] [-tail [-f] <file>] [-test -[defsz] <path>] [-text [-ignoreCrc] <src> ...] [-touchz <path> ...] [-truncate [-w] <length> <path> ...] [-usage [cmd ...]] Generic options supported are: -conf <configuration file> specify an application configuration file -D <property=value> define a value for a given property -fs <file:///|hdfs://namenode:port> specify default filesystem URL to use, overrides 'fs.defaultFS' property from configurations. -jt <local|resourcemanager:port> specify a ResourceManager -files <file1,...> specify a comma-separated list of files to be copied to the map reduce cluster -libjars <jar1,...> specify a comma-separated list of jar files to be included in the classpath -archives <archive1,...> specify a comma-separated list of archives to be unarchived on the compute machines The general command line syntax is: command [genericOptions] [commandOptions]
06-06

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