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Copy pathencoder_browser.go
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227 lines (207 loc) · 6.78 KB
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//go:build js && wasm
package wgpu
import (
"syscall/js"
"github.com/gogpu/wgpu/internal/browser"
)
// CommandEncoder records GPU commands for later submission.
// On browser, this wraps a GPUCommandEncoder via internal/browser.CommandEncoder.
type CommandEncoder struct {
browser *browser.CommandEncoder
released bool
}
// BeginRenderPass begins a render pass.
func (e *CommandEncoder) BeginRenderPass(desc *RenderPassDescriptor) (*RenderPassEncoder, error) {
if e.released {
return nil, ErrReleased
}
jsDesc := buildRenderPassDescriptorJS(desc)
bp := e.browser.BeginRenderPass(jsDesc)
return &RenderPassEncoder{
browser: bp,
released: false,
}, nil
}
// BeginComputePass begins a compute pass.
func (e *CommandEncoder) BeginComputePass(desc *ComputePassDescriptor) (*ComputePassEncoder, error) {
if e.released {
return nil, ErrReleased
}
label := ""
if desc != nil {
label = desc.Label
}
jsDesc := browser.BuildComputePassDescriptor(label)
bp := e.browser.BeginComputePass(jsDesc)
return &ComputePassEncoder{
browser: bp,
released: false,
}, nil
}
// CopyBufferToBuffer copies data between buffers.
func (e *CommandEncoder) CopyBufferToBuffer(src *Buffer, srcOffset uint64, dst *Buffer, dstOffset uint64, size uint64) {
if e.released || src == nil || dst == nil {
return
}
e.browser.CopyBufferToBuffer(
src.browser.Ref(), srcOffset,
dst.browser.Ref(), dstOffset,
size,
)
}
// CopyBufferToTexture copies data from a buffer to a texture.
func (e *CommandEncoder) CopyBufferToTexture(src *Buffer, dst *Texture, regions []BufferTextureCopy) {
if e.released || src == nil || dst == nil {
return
}
for _, r := range regions {
srcObj := browser.BuildImageCopyBuffer(
src.browser.Ref(),
r.BufferLayout.Offset,
r.BufferLayout.BytesPerRow,
r.BufferLayout.RowsPerImage,
)
dstObj := browser.BuildImageCopyTexture(
dst.browser.Ref(),
r.TextureBase.MipLevel,
r.TextureBase.Origin.X, r.TextureBase.Origin.Y, r.TextureBase.Origin.Z,
)
sizeObj := browser.BuildExtent3D(r.Size.Width, r.Size.Height, r.Size.DepthOrArrayLayers)
e.browser.CopyBufferToTexture(srcObj, dstObj, sizeObj)
}
}
// ClearBuffer clears a buffer region to zero.
func (e *CommandEncoder) ClearBuffer(buffer *Buffer, offset, size uint64) {
if e.released || buffer == nil {
return
}
e.browser.ClearBuffer(buffer.browser.Ref(), offset, size)
}
// CopyTextureToBuffer copies data from a texture to a buffer.
func (e *CommandEncoder) CopyTextureToBuffer(src *Texture, dst *Buffer, regions []BufferTextureCopy) {
if e.released || src == nil || dst == nil {
return
}
for _, r := range regions {
srcObj := browser.BuildImageCopyTexture(
src.browser.Ref(),
r.TextureBase.MipLevel,
r.TextureBase.Origin.X, r.TextureBase.Origin.Y, r.TextureBase.Origin.Z,
)
dstObj := browser.BuildImageCopyBuffer(
dst.browser.Ref(),
r.BufferLayout.Offset,
r.BufferLayout.BytesPerRow,
r.BufferLayout.RowsPerImage,
)
sizeObj := browser.BuildExtent3D(r.Size.Width, r.Size.Height, r.Size.DepthOrArrayLayers)
e.browser.CopyTextureToBuffer(srcObj, dstObj, sizeObj)
}
}
// CopyTextureToTexture copies data between textures.
func (e *CommandEncoder) CopyTextureToTexture(src, dst *Texture, regions []TextureCopy) {
if e.released || src == nil || dst == nil {
return
}
for _, r := range regions {
srcObj := browser.BuildImageCopyTexture(
src.browser.Ref(),
r.Source.MipLevel,
r.Source.Origin.X, r.Source.Origin.Y, r.Source.Origin.Z,
)
dstObj := browser.BuildImageCopyTexture(
dst.browser.Ref(),
r.Destination.MipLevel,
r.Destination.Origin.X, r.Destination.Origin.Y, r.Destination.Origin.Z,
)
sizeObj := browser.BuildExtent3D(r.Size.Width, r.Size.Height, r.Size.DepthOrArrayLayers)
e.browser.CopyTextureToTexture(srcObj, dstObj, sizeObj)
}
}
// TransitionTextures transitions texture states for synchronization.
// On browser, this is a no-op — the browser WebGPU API handles barriers internally.
func (e *CommandEncoder) TransitionTextures(barriers []TextureBarrier) {
// No-op: browser WebGPU manages resource state transitions automatically.
}
// DiscardEncoding discards the encoder without producing a command buffer.
func (e *CommandEncoder) DiscardEncoding() {
if e.released {
return
}
e.released = true
// Browser GC handles cleanup of the underlying GPUCommandEncoder.
}
// Finish completes command recording and returns a CommandBuffer.
func (e *CommandEncoder) Finish() (*CommandBuffer, error) {
if e.released {
return nil, ErrReleased
}
e.released = true
bcb := e.browser.Finish(js.Undefined())
return &CommandBuffer{
browser: bcb,
released: false,
}, nil
}
// CommandBuffer holds recorded GPU commands ready for submission.
// On browser, this wraps a GPUCommandBuffer via internal/browser.CommandBuffer.
type CommandBuffer struct {
browser *browser.CommandBuffer
released bool
}
// Release releases a CommandBuffer that will NOT be submitted to the GPU.
func (cb *CommandBuffer) Release() {
if cb.released {
return
}
cb.released = true
// Browser GC handles cleanup.
}
// --- Render pass descriptor conversion ---
// buildRenderPassDescriptorJS converts a Go RenderPassDescriptor to a JS object
// via the internal/browser conversion helpers.
func buildRenderPassDescriptorJS(desc *RenderPassDescriptor) js.Value {
colorAttachments := make([]browser.RenderPassColorAttachmentJS, len(desc.ColorAttachments))
for i, ca := range desc.ColorAttachments {
att := browser.RenderPassColorAttachmentJS{
LoadOp: browser.LoadOpToJS(ca.LoadOp),
StoreOp: browser.StoreOpToJS(ca.StoreOp),
ClearR: ca.ClearValue.R,
ClearG: ca.ClearValue.G,
ClearB: ca.ClearValue.B,
ClearA: ca.ClearValue.A,
}
if ca.View != nil && ca.View.browser != nil {
att.View = ca.View.browser.Ref()
} else {
att.View = js.Undefined()
}
if ca.ResolveTarget != nil && ca.ResolveTarget.browser != nil {
att.ResolveTarget = ca.ResolveTarget.browser.Ref()
} else {
att.ResolveTarget = js.Undefined()
}
colorAttachments[i] = att
}
var depthStencil *browser.RenderPassDepthStencilAttachmentJS
if desc.DepthStencilAttachment != nil {
dsa := desc.DepthStencilAttachment
ds := &browser.RenderPassDepthStencilAttachmentJS{
DepthLoadOp: browser.LoadOpToJS(dsa.DepthLoadOp),
DepthStoreOp: browser.StoreOpToJS(dsa.DepthStoreOp),
DepthClearValue: dsa.DepthClearValue,
DepthReadOnly: dsa.DepthReadOnly,
StencilLoadOp: browser.LoadOpToJS(dsa.StencilLoadOp),
StencilStoreOp: browser.StoreOpToJS(dsa.StencilStoreOp),
StencilClearValue: dsa.StencilClearValue,
StencilReadOnly: dsa.StencilReadOnly,
}
if dsa.View != nil && dsa.View.browser != nil {
ds.View = dsa.View.browser.Ref()
} else {
ds.View = js.Undefined()
}
depthStencil = ds
}
return browser.BuildRenderPassDescriptor(desc.Label, colorAttachments, depthStencil)
}