对应的教程文章:
https://codelabs.developers.google.com/your-first-webgpu-app?hl=zh-cn#5
对应的源码执行效果:
对应的教程源码:
此处源码和教程本身提供的部分代码可能存在一点差异。
class Color4 {r: number;g: number;b: number;a: number;constructor(pr = 1.0, pg = 1.0, pb = 1.0, pa = 1.0) {this.r = pr;this.g = pg;this.b = pb;this.a = pa;}
}export class WGPURUniform {private mRVertices: Float32Array = null;private mRPipeline: any | null = null;private mVtxBuffer: any | null = null;private mCanvasFormat: any | null = null;private mWGPUDevice: any | null = null;private mWGPUContext: any | null = null;private mUniformBindGroup: any | null = null;private mGridSize = 4;constructor() {}initialize(): void {const canvas = document.createElement("canvas");canvas.width = 512;canvas.height = 512;document.body.appendChild(canvas);console.log("ready init webgpu ...");this.initWebGPU(canvas).then(() => {console.log("webgpu initialization finish ...");this.clearWGPUCanvas();});document.onmousedown = (evt):void => {this.updateUniform(this.mWGPUDevice);this.clearWGPUCanvas( new Color4( Math.random(), Math.random(), Math.random()) );}}private mUniformObj: any = {uniformArray: null, uniformBuffer: null};private updateUniform(device: any): void {let n = Math.round(Math.random() * 3);this.mGridSize = 2 + n;const obj = this.mUniformObj;obj.uniformArray[0] = this.mGridSize;obj.uniformArray[1] = this.mGridSize;device.queue.writeBuffer(obj.uniformBuffer, 0, obj.uniformArray);}private createUniform(device: any, pipeline: any): void {// Create a uniform buffer that describes the grid.const uniformArray = new Float32Array([this.mGridSize, this.mGridSize]);const uniformBuffer = device.createBuffer({label: "Grid Uniforms",size: uniformArray.byteLength,usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,});device.queue.writeBuffer(uniformBuffer, 0, uniformArray);this.mUniformBindGroup = device.createBindGroup({label: "Cell renderer bind group",layout: pipeline.getBindGroupLayout(0),entries: [{binding: 0,resource: { buffer: uniformBuffer }}],});const obj = this.mUniformObj;obj.uniformArray = uniformArray;obj.uniformBuffer = uniformBuffer;}private createRectGeometryData(device: any, pass: any): void {let vertices = this.mRVertices;let vertexBuffer = this.mVtxBuffer;let cellPipeline = this.mRPipeline;if(!cellPipeline) {let hsize = 0.8;vertices = new Float32Array([// X, Y,-hsize, -hsize, // Triangle 1 (Blue)hsize, -hsize,hsize, hsize,-hsize, -hsize, // Triangle 2 (Red)hsize, hsize,-hsize, hsize,]);vertexBuffer = device.createBuffer({label: "Cell vertices",size: vertices.byteLength,usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,});device.queue.writeBuffer(vertexBuffer, /*bufferOffset=*/0, vertices);const vertexBufferLayout = {arrayStride: 8,attributes: [{format: "float32x2",offset: 0,shaderLocation: 0, // Position, see vertex shader}],};const shaderCodes = `@group(0) @binding(0) var<uniform> grid: vec2f;@vertexfn vertexMain(@location(0) pos: vec2f,@builtin(instance_index) instance: u32) ->@builtin(position) vec4f {let i = f32(instance);// Compute the cell coordinate from the instance_indexlet cell = vec2f(i % grid.x, floor(i / grid.x));let cellOffset = cell / grid * 2;let gridPos = (pos + 1) / grid - 1 + cellOffset;return vec4f(gridPos, 0, 1);}@fragmentfn fragmentMain() -> @location(0) vec4f {return vec4f(0.8, 0.1, 0.1, 1);}`;const cellShaderModule = device.createShaderModule({label: "Cell shader",code: shaderCodes});cellPipeline = device.createRenderPipeline({label: "Cell pipeline",layout: "auto",vertex: {module: cellShaderModule,entryPoint: "vertexMain",buffers: [vertexBufferLayout]},fragment: {module: cellShaderModule,entryPoint: "fragmentMain",targets: [{format: this.mCanvasFormat}]},});this.mRVertices = vertices;this.mVtxBuffer = vertexBuffer;this.mRPipeline = cellPipeline;this.createUniform(device, cellPipeline);}pass.setPipeline(cellPipeline);pass.setVertexBuffer(0, vertexBuffer);pass.setBindGroup(0, this.mUniformBindGroup);pass.draw(vertices.length / 2, this.mGridSize * this.mGridSize);}private clearWGPUCanvas(clearColor: Color4 = null): void {clearColor = clearColor ? clearColor : new Color4(0.05, 0.05, 0.1);const device = this.mWGPUDevice;const context = this.mWGPUContext;const rpassParam = {colorAttachments: [{clearValue: clearColor,// clearValue: [0.3,0.7,0.5,1.0], // yesview: context.getCurrentTexture().createView(),loadOp: "clear",storeOp: "store"}]};const encoder = device.createCommandEncoder();const pass = encoder.beginRenderPass( rpassParam );this.createRectGeometryData(device, pass);pass.end();const commandBuffer = encoder.finish();device.queue.submit([commandBuffer]);}private async initWebGPU(canvas: HTMLCanvasElement) {const gpu = (navigator as any).gpu;if (gpu) {console.log("WebGPU supported on this browser.");const adapter = await gpu.requestAdapter();if (adapter) {console.log("Appropriate GPUAdapter found.");const device = await adapter.requestDevice();if (device) {this.mWGPUDevice = device;console.log("Appropriate GPUDevice found.");const context = canvas.getContext("webgpu") as any;const canvasFormat = gpu.getPreferredCanvasFormat();this.mWGPUContext = context;this.mCanvasFormat = canvasFormat;console.log("canvasFormat: ", canvasFormat);context.configure({device: device,format: canvasFormat,alphaMode: "premultiplied"});} else {throw new Error("No appropriate GPUDevice found.");}} else {throw new Error("No appropriate GPUAdapter found.");}} else {throw new Error("WebGPU not supported on this browser.");}}run(): void {}
}