Files
aego/gpu/webgl2/resources.go
T
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Complete Stage 12 for v0.12.0
2026-11-05 11:46:53 +03:00

480 lines
15 KiB
Go

//go:build js
package webgl2
import (
"math"
"syscall/js"
"unsafe"
"aego/core/errs"
"aego/core/handle"
"aego/core/log"
"aego/gpu"
"aego/gpu/internal/glstate"
"aego/gpu/internal/texshadow"
)
func bufferTarget(u gpu.BufferUsage) uint32 {
switch u {
case gpu.BufferIndex:
return glElementArrayBuffer
case gpu.BufferUniform:
return glUniformBuffer
}
return glArrayBuffer
}
func (d *Device) bindBuffer(b *glBuffer) uint32 {
t := bufferTarget(b.usage)
if t == glElementArrayBuffer {
d.cache.BindVertexArray(0)
}
d.call(d.f.BindBuffer, t, d.obj.get(b.id))
return t
}
func (d *Device) uploadBuffer(b *glBuffer, data []byte) {
t := d.bindBuffer(b)
usage := glStaticDraw
if b.dynamic {
usage = glDynamicDraw
}
d.call(d.f.BufferData, t, b.size, usage)
if len(data) > 0 {
d.st.BufferUploads++
d.st.BufferBytes += uint64(len(data))
d.call(d.f.BufferSubData, t, 0, d.bytes(data), 0, len(data))
}
}
func (d *Device) CreateBuffer(desc gpu.BufferDesc) (gpu.BufferHandle, error) {
size := max(desc.Size, len(desc.Data))
if size <= 0 {
return gpu.BufferHandle{}, errs.New(errs.GPUResource, "buffer size must be positive", log.F("label", desc.Label))
}
b := glBuffer{usage: desc.Usage, size: size, index: desc.IndexFormat, dynamic: desc.Dynamic || desc.Usage == gpu.BufferUniform}
if desc.Usage == gpu.BufferUniform {
b.last.ReserveSmall(size)
}
if !b.dynamic && len(desc.Data) > 0 {
b.shadow = make([]byte, size)
copy(b.shadow, desc.Data)
}
b.id = d.obj.put(d.call(d.f.CreateBuffer))
d.uploadBuffer(&b, desc.Data)
if err := d.checkError("create buffer", desc.Label); err != nil {
d.call(d.f.DeleteBuffer, d.obj.drop(b.id))
return gpu.BufferHandle{}, err
}
h, dst := d.buffers.Alloc()
*dst = b
return gpu.BufferHandle(h), nil
}
func (d *Device) UpdateBuffer(h gpu.BufferHandle, offset int, data []byte) {
b, ok := d.buffers.Get(handle.Cast[glBuffer](h))
if !ok || len(data) == 0 {
return
}
if offset < 0 || offset+len(data) > b.size {
d.log.Error("buffer update out of range", log.F("offset", offset), log.F("len", len(data)), log.F("size", b.size))
return
}
if b.dynamic {
offset, data = b.last.Delta(offset, data)
if len(data) == 0 {
return
}
}
if !b.dynamic {
if b.shadow == nil {
b.shadow = make([]byte, b.size)
}
copy(b.shadow[offset:], data)
}
d.st.BufferUploads++
d.st.BufferBytes += uint64(len(data))
t := d.bindBuffer(b)
d.call(d.f.BufferSubData, t, offset, d.bytes(data), 0, len(data))
}
func (d *Device) DestroyBuffer(h gpu.BufferHandle) {
d.destroy(kindBuffer, h.Index, h.Gen)
}
func (d *Device) bindTextureScratch(target uint32, id uint32) {
d.call(d.f.ActiveTexture, glTexture0+scratchUnit)
d.cache.BindTextureTarget(scratchUnit, target, id)
d.cache.BindSampler(scratchUnit, 0)
}
func (d *Device) uploadTexture(t *glTexture) {
d.bindTextureScratch(t.target, t.id)
i := t.info
var data any
if base := t.shadow.Base(); base != nil {
d.st.TexUploads++
d.st.TexBytes += uint64(len(base))
data = d.view(i, base)
}
if t.target == glTexture2DArray {
d.call(d.f.TexImage3D, t.target, 0, i.internal, t.w, t.h, t.desc.LayerCount(), 0, i.format, i.xtype, data)
} else {
d.call(d.f.TexImage2D, t.target, 0, i.internal, t.w, t.h, 0, i.format, i.xtype, data)
}
minFilter := glLinear
if t.mips {
minFilter = glLinearMipmapLinear
d.call(d.f.GenerateMipmap, t.target)
}
d.call(d.f.TexParameteri, t.target, glTextureMinFilter, minFilter)
d.call(d.f.TexParameteri, t.target, glTextureMagFilter, glLinear)
d.call(d.f.TexParameteri, t.target, glTextureWrapS, glClampToEdge)
d.call(d.f.TexParameteri, t.target, glTextureWrapT, glClampToEdge)
t.shadow.ManualMipRuns(func(u gpu.TextureUpdate) { d.uploadTextureRegion(t, u) })
}
func (d *Device) CreateTexture(desc gpu.TextureDesc) (gpu.TextureHandle, error) {
if d.lost {
return gpu.TextureHandle{}, errs.New(errs.GPUResource, "cannot create a GPU texture while the WebGL context is lost")
}
if err := gpu.ValidateTextureDesc(desc, d.caps); err != nil {
return gpu.TextureHandle{}, errs.Wrap(err, errs.GPUResource, "create texture").With(log.F("label", desc.Label))
}
info, ok := textureInfo(desc.Format)
if !ok {
return gpu.TextureHandle{}, errs.New(errs.GPUResource, "unsupported texture format")
}
t := glTexture{w: desc.Width, h: desc.Height, info: info, mips: desc.Mips && !info.depth, target: glTexture2D, desc: desc, shadow: texshadow.New(desc)}
t.desc.Data = nil
t.desc.Mips = t.mips
if desc.Dimension == gpu.Texture2DArray {
t.target = glTexture2DArray
}
t.id = d.obj.put(d.call(d.f.CreateTexture))
if !d.lost {
d.uploadTexture(&t)
}
if err := d.checkError("create texture", desc.Label); err != nil {
d.cache.ForgetTexture(t.id)
d.call(d.f.DeleteTexture, d.obj.drop(t.id))
return gpu.TextureHandle{}, err
}
h, dst := d.textures.Alloc()
*dst = t
return gpu.TextureHandle(h), nil
}
func (d *Device) UpdateTexture(th gpu.TextureHandle, x, y, w, h int, data []byte) {
if len(data) == 0 {
return
}
if err := d.UpdateTextureRegion(th, gpu.TextureUpdate{X: x, Y: y, Width: w, Height: h, Data: data}); err != nil {
d.log.Error("texture update failed", log.F("err", err.Error()))
}
}
func (d *Device) uploadTextureRegion(t *glTexture, u gpu.TextureUpdate) {
n := u.Width * u.Height * t.info.bpp
d.st.TexUploads++
d.st.TexBytes += uint64(n)
d.bindTextureScratch(t.target, t.id)
if t.target == glTexture2DArray {
d.call(d.f.TexSubImage3D, t.target, u.Subresource.Mip, u.X, u.Y, u.Subresource.Layer, u.Width, u.Height, 1, t.info.format, t.info.xtype, d.view(t.info, u.Data[:n]), 0)
} else {
d.call(d.f.TexSubImage2D, t.target, u.Subresource.Mip, u.X, u.Y, u.Width, u.Height, t.info.format, t.info.xtype, d.view(t.info, u.Data[:n]), 0)
}
}
func (d *Device) UpdateTextureRegion(th gpu.TextureHandle, u gpu.TextureUpdate) error {
t, ok := d.textures.Get(handle.Cast[glTexture](th))
if !ok {
return errs.New(errs.GPUInvalidHandle, "texture update: invalid texture handle")
}
if err := gpu.ValidateTextureUpdate(t.desc, u); err != nil {
return errs.Wrap(err, errs.GPUResource, "texture update")
}
clear(t.opaqueRegions)
t.shadow.Update(u)
if d.lost {
return nil
}
d.uploadTextureRegion(t, u)
if t.mips && u.Subresource.Mip == 0 {
d.call(d.f.GenerateMipmap, t.target)
}
return d.checkError("update texture", t.desc.Label)
}
func (d *Device) DestroyTexture(h gpu.TextureHandle) { d.destroy(kindTexture, h.Index, h.Gen) }
func (d *Device) ReadPixels(th gpu.TextureHandle, x, y, w, h int, out []byte) error {
return d.ReadTexturePixels(th, gpu.TextureSubresource{}, x, y, w, h, out)
}
func (d *Device) readTarget(th gpu.TextureHandle, sub gpu.TextureSubresource, x, y, w, h, n int, floating bool) error {
if d.lost {
return errs.New(errs.GPUResource, "read pixels: WebGL context is lost")
}
t, ok := d.textures.Get(handle.Cast[glTexture](th))
if !ok {
return errs.New(errs.GPUInvalidHandle, "read pixels: texture handle is invalid")
}
if t.info.depth {
return errs.New(errs.GPUResource, "read pixels: depth textures are not readable")
}
if (t.desc.Format == gpu.TexRGBA16F) != floating {
return errs.New(errs.GPUResource, "read pixels: RGBA16F requires float readback; normalized targets require byte readback")
}
tw, thh, valid := t.desc.SubresourceSize(sub)
if !valid || x < 0 || y < 0 || w <= 0 || h <= 0 || w > tw || h > thh || x > tw-w || y > thh-h {
return errs.New(errs.GPUResource, "read pixels: region or subresource out of range")
}
if uint64(n) < uint64(w)*uint64(h)*4 {
return errs.New(errs.GPUResource, "read pixels: destination too small")
}
if d.inFrame {
return errs.New(errs.GPUResource, "read pixels: must be called after EndFrame")
}
fbo, _, _, _, err := d.framebufferSub(handle.Cast[glTexture](th), sub, handle.Handle[glTexture]{}, gpu.TextureSubresource{})
if err != nil {
return errs.Wrap(err, errs.GPUResource, "read pixels")
}
d.call(d.f.BindFramebuffer, glReadFramebuffer, d.obj.get(fbo))
d.cache.Invalidate()
d.call(d.f.ReadBuffer, glColorAttachment0)
d.call(d.f.PixelStorei, glPackAlignment, 1)
for i := 0; i < 16 && num(d.call(d.f.GetError)) != glNoError; i++ {
}
return nil
}
func (d *Device) ReadTexturePixels(th gpu.TextureHandle, sub gpu.TextureSubresource, x, y, w, h int, out []byte) error {
if err := d.readTarget(th, sub, x, y, w, h, len(out), false); err != nil {
return err
}
n := w * h * 4
dst := d.scratch(n)
d.call(d.f.ReadPixels, x, y, w, h, glRGBA, glUnsignedByte, dst, 0)
if e := uint32(num(d.call(d.f.GetError))); e != glNoError {
return errs.New(errs.GPUResource, "readPixels failed", log.F("gl", glErrorName(e)))
}
js.CopyBytesToGo(out[:n], dst)
return nil
}
func (d *Device) ReadTexturePixelsFloat(th gpu.TextureHandle, sub gpu.TextureSubresource, x, y, w, h int, out []float32) error {
if err := d.readTarget(th, sub, x, y, w, h, len(out), true); err != nil {
return err
}
n := w * h * 4
dst := d.scratch(n * 4)
fv := d.f32.New(dst.Get("buffer"), 0, n)
d.call(d.f.ReadPixels, x, y, w, h, glRGBA, glFloat, fv, 0)
if e := uint32(num(d.call(d.f.GetError))); e != glNoError {
return errs.New(errs.GPUResource, "readPixels float failed", log.F("gl", glErrorName(e)))
}
// WebAssembly and JS typed arrays have the same little-endian float32 layout.
js.CopyBytesToGo(unsafe.Slice((*byte)(unsafe.Pointer(&out[0])), n*4), dst)
return nil
}
func (d *Device) applySampler(id uint32, desc gpu.SamplerDesc) {
s := d.obj.get(id)
d.call(d.f.SamplerParameteri, s, glTextureMinFilter, minFilterValue(desc.MinFilter, desc.Mipmaps))
d.call(d.f.SamplerParameteri, s, glTextureMagFilter, filterValue(desc.MagFilter))
d.call(d.f.SamplerParameteri, s, glTextureWrapS, wrapValue(desc.WrapU))
d.call(d.f.SamplerParameteri, s, glTextureWrapT, wrapValue(desc.WrapV))
}
func (d *Device) CreateSampler(desc gpu.SamplerDesc) (gpu.SamplerHandle, error) {
id := d.obj.put(d.call(d.f.CreateSampler))
d.applySampler(id, desc)
if err := d.checkError("create sampler", ""); err != nil {
d.call(d.f.DeleteSampler, d.obj.drop(id))
return gpu.SamplerHandle{}, err
}
h, s := d.samplers.Alloc()
*s = glSampler{id: id, desc: desc}
return gpu.SamplerHandle(h), nil
}
func (d *Device) DestroySampler(h gpu.SamplerHandle) {
d.destroy(kindSampler, h.Index, h.Gen)
}
func (d *Device) setupVAO(p *glPipeline) {
d.cache.BindVertexArray(p.vao)
for i, a := range p.attrs {
d.call(d.f.EnableVertexAttribArray, a.Location)
d.call(d.f.VertexAttribDivisor, a.Location, p.divisor[i])
}
}
func (d *Device) CreatePipeline(desc gpu.PipelineDesc) (gpu.PipelineHandle, error) {
if err := gpu.ValidateVertexLayout(desc.Layout, d.Caps()); err != nil {
return gpu.PipelineHandle{}, err
}
sh, ok := d.shaders.Get(handle.Cast[glShader](desc.Shader))
if !ok {
return gpu.PipelineHandle{}, errs.New(errs.GPUInvalidHandle, "pipeline shader handle is invalid", log.F("label", desc.Label))
}
p := glPipeline{
program: sh.program,
prim: desc.Primitive,
mode: primitiveMode(desc.Primitive),
blend: toBlend(desc.Blend),
depth: toDepth(desc.Depth),
cull: toCull(desc.Cull),
}
for _, a := range desc.Layout.Attrs {
slot := int(a.Slot)
if slot >= gpu.MaxVertexSlots {
return gpu.PipelineHandle{}, errs.New(errs.GPUResource, "vertex slot out of range", log.F("label", desc.Label), log.F("slot", slot))
}
stride := desc.Layout.Strides[slot]
if stride == 0 {
return gpu.PipelineHandle{}, errs.New(errs.GPUResource, "vertex slot has zero stride", log.F("label", desc.Label), log.F("slot", slot))
}
size, xtype, norm, integer := vertexFormat(a.Format)
p.attrs = append(p.attrs, glstate.Attrib{
Location: uint32(a.Location), Slot: slot, Size: size, Type: xtype,
Normalized: norm, Integer: integer, Stride: int32(stride), Offset: int(a.Offset),
})
var div uint32
if desc.Layout.PerInstance[slot] {
div = 1
}
p.divisor = append(p.divisor, div)
p.used[slot] = true
}
p.vao = d.obj.put(d.call(d.f.CreateVertexArray))
d.setupVAO(&p)
if err := d.checkError("create pipeline", desc.Label); err != nil {
d.cache.BindVertexArray(0)
d.call(d.f.DeleteVertexArray, d.obj.drop(p.vao))
return gpu.PipelineHandle{}, err
}
h, dst := d.pipelines.Alloc()
*dst = p
return gpu.PipelineHandle(h), nil
}
func (d *Device) DestroyPipeline(h gpu.PipelineHandle) {
d.destroy(kindPipeline, h.Index, h.Gen)
}
func (d *Device) destroy(kind resourceKind, index, gen uint32) {
if d.inFrame {
d.pending = append(d.pending, pendingDestroy{kind: kind, index: index, gen: gen})
return
}
d.destroyNow(kind, index, gen)
}
func (d *Device) destroyNow(kind resourceKind, index, gen uint32) {
switch kind {
case kindBuffer:
h := handle.Handle[glBuffer]{Index: index, Gen: gen}
if b, ok := d.buffers.Get(h); ok {
d.cache.ForgetUniformBuffer(b.id)
d.call(d.f.DeleteBuffer, d.obj.drop(b.id))
d.buffers.Free(h)
}
case kindTexture:
h := handle.Handle[glTexture]{Index: index, Gen: gen}
if t, ok := d.textures.Get(h); ok {
d.forgetFramebuffers(h)
d.cache.ForgetTexture(t.id)
d.call(d.f.DeleteTexture, d.obj.drop(t.id))
d.textures.Free(h)
}
case kindSampler:
h := handle.Handle[glSampler]{Index: index, Gen: gen}
if s, ok := d.samplers.Get(h); ok {
d.cache.ForgetSampler(s.id)
d.call(d.f.DeleteSampler, d.obj.drop(s.id))
d.samplers.Free(h)
}
case kindShader:
h := handle.Handle[glShader]{Index: index, Gen: gen}
if s, ok := d.shaders.Get(h); ok {
d.cache.ForgetProgram(s.program)
d.call(d.f.DeleteProgram, d.obj.drop(s.program))
d.shaders.Free(h)
}
case kindPipeline:
h := handle.Handle[glPipeline]{Index: index, Gen: gen}
if p, ok := d.pipelines.Get(h); ok {
if d.pass.pipe == p {
d.pass.pipe = nil
}
d.cache.ForgetVertexArray(p.vao)
d.call(d.f.DeleteVertexArray, d.obj.drop(p.vao))
d.pipelines.Free(h)
}
case kindQuery:
h := handle.Handle[glQuery]{Index: index, Gen: gen}
if q, ok := d.queries.Get(h); ok {
if d.activeQuery == q.id {
d.call(d.f.EndQuery, glTimeElapsed)
d.activeQuery = 0
}
d.call(d.f.DeleteQuery, d.obj.drop(q.id))
d.queries.Free(h)
}
}
}
func (d *Device) TextureInfo(h gpu.TextureHandle) (gpu.TextureDesc, bool) {
t, ok := d.textures.Get(handle.Cast[glTexture](h))
if !ok {
return gpu.TextureDesc{}, false
}
return t.desc, true
}
// OpaqueRegion proves alpha=1 for an immutable base-level rectangle from CPU
// upload bytes. Render attachments and mipmapped images require the usual blend.
func (d *Device) OpaqueRegion(h gpu.TextureHandle, u0, v0, u1, v1 float32) bool {
t, ok := d.textures.Get(handle.Cast[glTexture](h))
if !ok || t.rendered || t.mips || t.target != glTexture2D || (t.desc.Format != gpu.TexRGBA8 && t.desc.Format != gpu.TexSRGBA8) {
return false
}
return t.opaqueRegion(u0, v0, u1, v1)
}
func (t *glTexture) opaqueRegion(u0, v0, u1, v1 float32) bool {
loX, hiX, loY, hiY := min(u0, u1), max(u0, u1), min(v0, v1), max(v0, v1)
if !(loX >= 0 && loY >= 0 && hiX <= 1 && hiY <= 1 && hiX > loX && hiY > loY) {
return false
}
w, h := float64(t.w), float64(t.h)
key := [4]int{int(math.Floor(float64(loX) * w)), int(math.Floor(float64(loY) * h)), int(math.Ceil(float64(hiX) * w)), int(math.Ceil(float64(hiY) * h))}
if value, ok := t.opaqueRegions[key]; ok {
return value
}
if len(t.opaqueRegions) >= 1024 {
return false
}
base := t.shadow.Base()
if len(base) < t.w*t.h*4 {
return false
}
opaque := true
for y := key[1]; y < key[3] && opaque; y++ {
for i, end := 4*(y*t.w+key[0])+3, 4*(y*t.w+key[2]); i < end; i += 4 {
if base[i] != 255 {
opaque = false
break
}
}
}
if t.opaqueRegions == nil {
t.opaqueRegions = make(map[[4]int]bool)
}
t.opaqueRegions[key] = opaque
return opaque
}