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165 lines
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JavaScript

import DataMap from './DataMap.js';
import { AttributeType } from './Constants.js';
class Bindings extends DataMap {
constructor( backend, nodes, textures, attributes, pipelines, info ) {
super();
this.backend = backend;
this.textures = textures;
this.pipelines = pipelines;
this.attributes = attributes;
this.nodes = nodes;
this.info = info;
this.pipelines.bindings = this; // assign bindings to pipelines
this.updateMap = new WeakMap();
}
getForRender( renderObject ) {
const bindings = renderObject.getBindings();
const data = this.get( renderObject );
if ( data.bindings !== bindings ) {
// each object defines an array of bindings (ubos, textures, samplers etc.)
data.bindings = bindings;
this._init( bindings );
this.backend.createBindings( bindings );
}
return data.bindings;
}
getForCompute( computeNode ) {
const data = this.get( computeNode );
if ( data.bindings === undefined ) {
const nodeBuilderState = this.nodes.getForCompute( computeNode );
const bindings = nodeBuilderState.bindings.compute;
data.bindings = bindings;
this._init( bindings );
this.backend.createBindings( bindings );
}
return data.bindings;
}
updateForCompute( computeNode ) {
this._update( computeNode, this.getForCompute( computeNode ) );
}
updateForRender( renderObject ) {
this._update( renderObject, this.getForRender( renderObject ) );
}
_init( bindings ) {
for ( const binding of bindings ) {
if ( binding.isSampledTexture ) {
this.textures.updateTexture( binding.texture );
} else if ( binding.isStorageBuffer ) {
const attribute = binding.attribute;
this.attributes.update( attribute, AttributeType.STORAGE );
}
}
}
_update( object, bindings ) {
const { backend } = this;
const updateMap = this.updateMap;
const frame = this.info.render.frame;
let needsBindingsUpdate = false;
// iterate over all bindings and check if buffer updates or a new binding group is required
for ( const binding of bindings ) {
const isUpdated = updateMap.get( binding ) === frame;
if ( isUpdated ) continue;
if ( binding.isUniformBuffer ) {
const needsUpdate = binding.update();
if ( needsUpdate ) {
backend.updateBinding( binding );
}
} else if ( binding.isSampledTexture ) {
if ( binding.needsBindingsUpdate ) needsBindingsUpdate = true;
const needsUpdate = binding.update();
if ( needsUpdate ) {
this.textures.updateTexture( binding.texture );
}
}
updateMap.set( binding, frame );
}
if ( needsBindingsUpdate === true ) {
const pipeline = this.pipelines.getForRender( object );
this.backend.updateBindings( bindings, pipeline );
}
}
dispose() {
super.dispose();
this.updateMap = new WeakMap();
}
}
export default Bindings;