diff --git a/docs/en/graphics/material/examples/shaderlab-05-advance.mdx b/docs/en/graphics/material/examples/shaderlab-05-advance.mdx index 4a21ce1c25..4e8c257ea1 100644 --- a/docs/en/graphics/material/examples/shaderlab-05-advance.mdx +++ b/docs/en/graphics/material/examples/shaderlab-05-advance.mdx @@ -190,7 +190,6 @@ gl_FragColor = vec4(lighting, 1.0); The engine provides a rich set of built-in variables that can be used directly, such as transformation matrix variables: ```glsl -mat4 renderer_LocalMat; // Local transformation matrix mat4 renderer_ModelMat; // Model matrix mat4 renderer_MVMat; // Model-view matrix mat4 renderer_MVPMat; // MVP matrix diff --git a/docs/en/graphics/material/shaderAPI.mdx b/docs/en/graphics/material/shaderAPI.mdx index f546447e19..63e646c37e 100644 --- a/docs/en/graphics/material/shaderAPI.mdx +++ b/docs/en/graphics/material/shaderAPI.mdx @@ -27,7 +27,6 @@ vec4 fog(vec4 color, vec3 positionVS); Provides system variables for model space, view space, world space, and camera coordinates: ```glsl -mat4 renderer_LocalMat; mat4 renderer_ModelMat; mat4 camera_ViewMat; mat4 camera_ProjMat; diff --git a/docs/en/graphics/material/variables.mdx b/docs/en/graphics/material/variables.mdx index f64f02b3a3..779f86130b 100644 --- a/docs/en/graphics/material/variables.mdx +++ b/docs/en/graphics/material/variables.mdx @@ -25,7 +25,6 @@ Below are the engine's built-in variables for reference when writing Shaders: | Name | Type | Description | | :---------------- | :--- | :--------------------------- | -| renderer_LocalMat | mat4 | Model local coordinate matrix | | renderer_ModelMat | mat4 | Model world coordinate matrix | | renderer_MVMat | mat4 | Model view matrix | | renderer_MVPMat | mat4 | Model view projection matrix | diff --git a/docs/zh/graphics/material/examples/shaderlab-05-advance.mdx b/docs/zh/graphics/material/examples/shaderlab-05-advance.mdx index c2d4d779dc..a9490581ac 100644 --- a/docs/zh/graphics/material/examples/shaderlab-05-advance.mdx +++ b/docs/zh/graphics/material/examples/shaderlab-05-advance.mdx @@ -193,7 +193,6 @@ void frag() { 引擎提供了丰富的内置变量,直接声明使用即可,比如变换矩阵相关变量: ```glsl -mat4 renderer_LocalMat; // 本地变换矩阵 mat4 renderer_ModelMat; // 模型矩阵 mat4 renderer_MVMat; // 模型视图矩阵 mat4 renderer_MVPMat; // MVP矩阵 diff --git a/docs/zh/graphics/material/shaderAPI.mdx b/docs/zh/graphics/material/shaderAPI.mdx index d6fcd4ac25..0c0879054b 100644 --- a/docs/zh/graphics/material/shaderAPI.mdx +++ b/docs/zh/graphics/material/shaderAPI.mdx @@ -29,7 +29,6 @@ vec4 fog(vec4 color, vec3 positionVS); 提供了模型空间、视图空间、世界空间、相机坐标等[系统变量](/docs/graphics/material/variables/): ```glsl -mat4 renderer_LocalMat; mat4 renderer_ModelMat; mat4 camera_ViewMat; mat4 camera_ProjMat; diff --git a/docs/zh/graphics/material/variables.mdx b/docs/zh/graphics/material/variables.mdx index 6059e0d0e1..48deab814b 100644 --- a/docs/zh/graphics/material/variables.mdx +++ b/docs/zh/graphics/material/variables.mdx @@ -25,7 +25,6 @@ Shader 代码中会经常用到内置变量,一种是**逐顶点**的 `attribu | 名字 | 类型 | 解释 | | :----------------- | :--- | ------------------ | -| renderer_LocalMat | mat4 | 模型本地坐标系矩阵 | | renderer_ModelMat | mat4 | 模型世界坐标系矩阵 | | renderer_MVMat | mat4 | 模型视口矩阵 | | renderer_MVPMat | mat4 | 模型视口投影矩阵 | diff --git a/e2e/case/gpu-instancing-auto-batch.ts b/e2e/case/gpu-instancing-auto-batch.ts new file mode 100644 index 0000000000..e9f80e35ab --- /dev/null +++ b/e2e/case/gpu-instancing-auto-batch.ts @@ -0,0 +1,68 @@ +/** + * @title GPU Instancing Auto Batch + * @category Mesh + */ +import { + AmbientLight, + AssetType, + Camera, + Color, + DirectLight, + GLTFResource, + Logger, + Vector3, + WebGLEngine +} from "@galacean/engine"; +import { initScreenshot, updateForE2E } from "./.mockForE2E"; + +Logger.enable(); +WebGLEngine.create({ canvas: "canvas" }).then(async (engine) => { + engine.canvas.resizeByClientSize(2); + + const scene = engine.sceneManager.activeScene; + const rootEntity = scene.createRootEntity("Root"); + + // Camera + const cameraEntity = rootEntity.createChild("Camera"); + cameraEntity.transform.setPosition(0, 10, 80); + cameraEntity.transform.lookAt(new Vector3(0, 0, 0)); + const camera = cameraEntity.addComponent(Camera); + camera.farClipPlane = 300; + + // Light + const lightEntity = rootEntity.createChild("Light"); + lightEntity.transform.setRotation(-45, -45, 0); + lightEntity.addComponent(DirectLight).color = new Color(1, 1, 1, 1); + + // Load Duck model and ambient light + const [glTF, ambientLight] = await Promise.all([ + engine.resourceManager.load({ + url: "https://gw.alipayobjects.com/os/bmw-prod/6cb8f543-285c-491a-8cfd-57a1160dc9ab.glb", + type: AssetType.GLTF + }), + engine.resourceManager.load({ + url: "https://mdn.alipayobjects.com/oasis_be/afts/file/A*eRJ8QKzf5zAAAAAAgBAAAAgAekp5AQ/ambient.ambLight", + type: AssetType.AmbientLight + }) + ]); + scene.ambientLight = ambientLight; + + // Clone ducks with fixed seed positions for deterministic output + const count = 500; + const spread = 50; + for (let i = 0; i < count; i++) { + const duck = glTF.instantiateSceneRoot(); + // Use deterministic positions based on index + const t = i / count; + duck.transform.setPosition( + Math.sin(t * 137.5) * spread * 0.5, + Math.cos(t * 97.3) * spread * 0.5, + Math.sin(t * 59.1) * spread * 0.5 + ); + duck.transform.setRotation(t * 360, t * 720, t * 1080); + rootEntity.addChild(duck); + } + + updateForE2E(engine); + initScreenshot(engine, camera); +}); diff --git a/e2e/case/gpu-instancing-custom-data.ts b/e2e/case/gpu-instancing-custom-data.ts new file mode 100644 index 0000000000..f64b01a8f7 --- /dev/null +++ b/e2e/case/gpu-instancing-custom-data.ts @@ -0,0 +1,100 @@ +/** + * @title GPU Instancing Custom Data + * @category Mesh + */ +import { + Camera, + Color, + DirectLight, + Logger, + Material, + MeshRenderer, + PrimitiveMesh, + Shader, + ShaderProperty, + Vector3, + Vector4, + WebGLEngine +} from "@galacean/engine"; +import { initScreenshot, updateForE2E } from "./.mockForE2E"; + +Logger.enable(); + +// Custom shader: uses renderer_CustomColor (per-instance) for fragment output +Shader.create( + "CustomInstanceShader", + ` + #include + attribute vec3 POSITION; + attribute vec3 NORMAL; + + varying vec3 v_normal; + + void main() { + gl_Position = renderer_MVPMat * vec4(POSITION, 1.0); + v_normal = normalize((renderer_NormalMat * vec4(NORMAL, 0.0)).xyz); + } + `, + ` + uniform vec4 renderer_CustomColor; + + varying vec3 v_normal; + + void main() { + vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0)); + float NdotL = max(dot(v_normal, lightDir), 0.2); + gl_FragColor = vec4(renderer_CustomColor.rgb * NdotL, 1.0); + } + ` +); + +WebGLEngine.create({ canvas: "canvas" }).then((engine) => { + engine.canvas.resizeByClientSize(2); + + const scene = engine.sceneManager.activeScene; + const rootEntity = scene.createRootEntity("Root"); + + // Camera + const cameraEntity = rootEntity.createChild("Camera"); + cameraEntity.transform.setPosition(0, 10, 80); + cameraEntity.transform.lookAt(new Vector3(0, 0, 0)); + const camera = cameraEntity.addComponent(Camera); + camera.farClipPlane = 300; + + // Light + const lightEntity = rootEntity.createChild("Light"); + lightEntity.transform.setRotation(-45, -45, 0); + lightEntity.addComponent(DirectLight).color = new Color(1, 1, 1, 1); + + // Shared mesh and material + const mesh = PrimitiveMesh.createCuboid(engine, 1, 1, 1); + const material = new Material(engine, Shader.find("CustomInstanceShader")); + const customColorProperty = ShaderProperty.getByName("renderer_CustomColor"); + + // Create cubes with deterministic positions and colors + const count = 500; + const spread = 50; + for (let i = 0; i < count; i++) { + const entity = rootEntity.createChild("Cube" + i); + const t = i / count; + entity.transform.setPosition( + Math.sin(t * 137.5) * spread * 0.5, + Math.cos(t * 97.3) * spread * 0.5, + Math.sin(t * 59.1) * spread * 0.5 + ); + entity.transform.setRotation(t * 360, t * 720, t * 1080); + + const renderer = entity.addComponent(MeshRenderer); + renderer.mesh = mesh; + renderer.setMaterial(material); + + // Deterministic colors based on index + renderer.shaderData.setVector4( + customColorProperty, + new Vector4(Math.sin(t * 6.28) * 0.5 + 0.5, Math.cos(t * 4.71) * 0.5 + 0.5, Math.sin(t * 3.14) * 0.5 + 0.5, 1.0) + ); + } + + updateForE2E(engine); + initScreenshot(engine, camera); +}); diff --git a/e2e/config.ts b/e2e/config.ts index 05c61ad750..a02a996033 100644 --- a/e2e/config.ts +++ b/e2e/config.ts @@ -135,7 +135,7 @@ export const E2E_CONFIG = { category: "Material", caseFileName: "material-pbr", threshold: 0, - diffPercentage: 0.0080 + diffPercentage: 0.008 }, shaderLab: { category: "Material", @@ -464,6 +464,20 @@ export const E2E_CONFIG = { diffPercentage: 0.03 } }, + GPUInstancing: { + autoBatch: { + category: "GPUInstancing", + caseFileName: "gpu-instancing-auto-batch", + threshold: 0, + diffPercentage: 0.00126 + }, + customData: { + category: "GPUInstancing", + caseFileName: "gpu-instancing-custom-data", + threshold: 0, + diffPercentage: 0 + } + }, SpriteMask: { CustomStencil: { category: "SpriteMask", diff --git a/e2e/fixtures/originImage/Animator_animator-crossfade.jpg b/e2e/fixtures/originImage/Animator_animator-crossfade.jpg index ab638de414..c71cd431c8 100644 --- a/e2e/fixtures/originImage/Animator_animator-crossfade.jpg +++ b/e2e/fixtures/originImage/Animator_animator-crossfade.jpg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e18021c1e0a3b682259046e812eba199c907ffd9a634dda12379f1f0c3b8b43a -size 45710 +oid sha256:a1dfa2435f26222617b08ce2830ca28d8d84e083678dde1a9d945479c7b6d019 +size 45716 diff --git a/e2e/fixtures/originImage/Animator_animator-play.jpg b/e2e/fixtures/originImage/Animator_animator-play.jpg index 79170b806b..ddfb02c4e7 100644 --- a/e2e/fixtures/originImage/Animator_animator-play.jpg +++ b/e2e/fixtures/originImage/Animator_animator-play.jpg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4910985a371b9022e73d2a7efbd71ca6754bcc7bf4c25edc2a41391f1bb1533b -size 46499 +oid sha256:82d8ba4776b6b27b923d0f1f0094d48d0d4c59e61e8666275690fec70c39e854 +size 46527 diff --git a/e2e/fixtures/originImage/Camera_camera-opaque-texture.jpg b/e2e/fixtures/originImage/Camera_camera-opaque-texture.jpg index bcc2d5f331..1d409ae544 100644 --- a/e2e/fixtures/originImage/Camera_camera-opaque-texture.jpg +++ b/e2e/fixtures/originImage/Camera_camera-opaque-texture.jpg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:fdde03beb8ead802b61a14e8649102c18ccfe6b9e1e176d3b9f8bc0dfe7f9c76 -size 47500 +oid sha256:a2068be8d0b35c94ec1ddaed9da63494f1a93294ea6128e2036563df1947e854 +size 47482 diff --git a/e2e/fixtures/originImage/GPUInstancing_gpu-instancing-auto-batch.jpg b/e2e/fixtures/originImage/GPUInstancing_gpu-instancing-auto-batch.jpg new file mode 100644 index 0000000000..ecec018d8c --- /dev/null +++ b/e2e/fixtures/originImage/GPUInstancing_gpu-instancing-auto-batch.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dc2a26d0ad06c2dfa722484b2e914b43c4c6671c76ec31d18715dc4a89ec1d88 +size 590047 diff --git a/e2e/fixtures/originImage/GPUInstancing_gpu-instancing-custom-data.jpg b/e2e/fixtures/originImage/GPUInstancing_gpu-instancing-custom-data.jpg new file mode 100644 index 0000000000..79399c097c --- /dev/null +++ b/e2e/fixtures/originImage/GPUInstancing_gpu-instancing-custom-data.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:baece2c4437803e1474699eb4e99214b38caa05393f747fe0f7e47bd6469a693 +size 427005 diff --git a/e2e/fixtures/originImage/Physics_physx-collision.jpg b/e2e/fixtures/originImage/Physics_physx-collision.jpg index eb5586184e..147cd98364 100644 --- a/e2e/fixtures/originImage/Physics_physx-collision.jpg +++ b/e2e/fixtures/originImage/Physics_physx-collision.jpg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:affc2095f2ab25f0f6e4f1726d9740348359a91de089655ef0fd314445690d45 -size 39157 +oid sha256:18a160d400ffc84bfdcd75b221255a3bbea5522e8a45c868a039424544af8a8b +size 39815 diff --git a/e2e/fixtures/originImage/Physics_physx-customUrl.jpg b/e2e/fixtures/originImage/Physics_physx-customUrl.jpg index eb5586184e..147cd98364 100644 --- a/e2e/fixtures/originImage/Physics_physx-customUrl.jpg +++ b/e2e/fixtures/originImage/Physics_physx-customUrl.jpg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:affc2095f2ab25f0f6e4f1726d9740348359a91de089655ef0fd314445690d45 -size 39157 +oid sha256:18a160d400ffc84bfdcd75b221255a3bbea5522e8a45c868a039424544af8a8b +size 39815 diff --git a/e2e/fixtures/originImage/Physics_physx-mesh-collider-data.jpg b/e2e/fixtures/originImage/Physics_physx-mesh-collider-data.jpg index b179343be2..b18cb45c89 100644 --- a/e2e/fixtures/originImage/Physics_physx-mesh-collider-data.jpg +++ b/e2e/fixtures/originImage/Physics_physx-mesh-collider-data.jpg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a1e13bb7569d857bbf63e2f2fe9ab43d738d12c1fa5689b3d9659912930989df -size 143176 +oid sha256:0fd92c9589df7c7cd9474a0b5b14315bedda98f5984858308756dffe3dad8689 +size 143304 diff --git a/examples/package.json b/examples/package.json index 9fb7a2f83f..52a00fa29a 100644 --- a/examples/package.json +++ b/examples/package.json @@ -22,6 +22,7 @@ "@galacean/engine-shader": "workspace:*", "@galacean/engine-shaderlab": "workspace:*", "@galacean/engine-toolkit": "latest", + "@galacean/engine-toolkit-stats": "latest", "@galacean/engine-ui": "workspace:*" }, "devDependencies": { diff --git a/examples/src/gpu-instancing-auto-batch.ts b/examples/src/gpu-instancing-auto-batch.ts new file mode 100644 index 0000000000..d7aa1b9f80 --- /dev/null +++ b/examples/src/gpu-instancing-auto-batch.ts @@ -0,0 +1,194 @@ +/** + * @title GPU Instancing Auto Batch + * @category Mesh + * @thumbnail https://mdn.alipayobjects.com/merchant_appfe/afts/img/A*jjZMTrp-vU8AAAAAAAAAAAAADiR2AQ/original + */ +import { OrbitControl, Stats } from "@galacean/engine-toolkit"; +import { + AmbientLight, + AssetType, + Camera, + Color, + DirectLight, + GLTFResource, + Logger, + Material, + MeshRenderer, + PrimitiveMesh, + Script, + Shader, + ShaderProperty, + Vector3, + Vector4, + WebGLEngine, + WebGLMode +} from "@galacean/engine"; + +const _customColorProperty = ShaderProperty.getByName("renderer_CustomColor"); + +class SpiralAnimate extends Script { + radius: number = 0; + radiusSpeed: number = 0; + theta: number = 0; + thetaSpeed: number = 0; + phi: number = 0; + phiSpeed: number = 0; + rotateSpeed: Vector3 = new Vector3(); + scaleBase: number = 1; + scaleFreq: number = 0; + colorPhase: number = 0; + colorSpeed: number = 0; + private _time: number = 0; + private _color: Vector4 = new Vector4(); + private _hasColor: boolean = false; + + onUpdate(deltaTime: number): void { + this._time += deltaTime; + const t = this._time; + const transform = this.entity.transform; + + // Spiral breathing motion + const r = this.radius * (0.6 + 0.4 * Math.sin(t * this.radiusSpeed)); + const theta = this.theta + t * this.thetaSpeed; + const phi = this.phi + t * this.phiSpeed; + + const sinTheta = Math.sin(theta); + transform.setPosition(r * sinTheta * Math.cos(phi), r * Math.cos(theta), r * sinTheta * Math.sin(phi)); + + // Rotation + const { rotateSpeed } = this; + transform.rotate(rotateSpeed.x * deltaTime, rotateSpeed.y * deltaTime, rotateSpeed.z * deltaTime); + + // Scale pulse + const s = this.scaleBase * (0.7 + 0.3 * Math.sin(t * this.scaleFreq)); + transform.setScale(s, s, s); + + // Color animation (cubes only) + if (this._hasColor) { + const ct = t * this.colorSpeed + this.colorPhase; + this._color.set( + 0.5 + 0.5 * Math.sin(ct), + 0.5 + 0.5 * Math.sin(ct + 2.094), + 0.5 + 0.5 * Math.sin(ct + 4.189), + 1.0 + ); + this.entity.getComponent(MeshRenderer).shaderData.setVector4(_customColorProperty, this._color); + } + } + + enableColor(): void { + this._hasColor = true; + } +} + +// Custom shader for cubes +Shader.create( + "CustomInstanceShader", + ` + #include + attribute vec3 POSITION; + attribute vec3 NORMAL; + + varying vec3 v_normal; + + void main() { + gl_Position = renderer_MVPMat * vec4(POSITION, 1.0); + v_normal = normalize((renderer_NormalMat * vec4(NORMAL, 0.0)).xyz); + } + `, + ` + uniform vec4 renderer_CustomColor; + + varying vec3 v_normal; + + void main() { + vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0)); + float NdotL = max(dot(v_normal, lightDir), 0.2); + gl_FragColor = vec4(renderer_CustomColor.rgb * NdotL, 1.0); + } + ` +); + +WebGLEngine.create({ canvas: "canvas", graphicDeviceOptions: { webGLMode: WebGLMode.WebGL2 } }).then(async (engine) => { + engine.canvas.resizeByClientSize(); + + const scene = engine.sceneManager.activeScene; + const rootEntity = scene.createRootEntity("Root"); + + // Camera + const cameraEntity = rootEntity.createChild("Camera"); + cameraEntity.transform.setPosition(0, 0, 100); + cameraEntity.transform.lookAt(new Vector3(0, 0, 0)); + const camera = cameraEntity.addComponent(Camera); + camera.farClipPlane = 500; + cameraEntity.addComponent(OrbitControl); + + // Stats + cameraEntity.addComponent(Stats); + + // Light + const lightEntity = rootEntity.createChild("Light"); + lightEntity.transform.setRotation(-45, -45, 0); + lightEntity.addComponent(DirectLight).color = new Color(1, 1, 1, 1); + + // Load Duck model and ambient light + const [glTF, ambientLight] = await Promise.all([ + engine.resourceManager.load({ + url: "https://mdn.alipayobjects.com/rms/afts/file/A*9R-_TY9K_6oAAAAAgIAAAAgAehQnAQ/Avocado.glb", + type: AssetType.GLTF + }), + engine.resourceManager.load({ + url: "https://mdn.alipayobjects.com/oasis_be/afts/file/A*eRJ8QKzf5zAAAAAAgBAAAAgAekp5AQ/ambient.ambLight", + type: AssetType.AmbientLight + }) + ]); + scene.ambientLight = ambientLight; + + // Cube resources + const cubeMesh = PrimitiveMesh.createCuboid(engine, 1, 1, 1); + const cubeMaterial = new Material(engine, Shader.find("CustomInstanceShader")); + const customColorProperty = ShaderProperty.getByName("renderer_CustomColor"); + + // Interleave ducks and cubes to break batching — instancing shines here + const duckCount = 2500; + const cubeCount = 2500; + const totalCount = duckCount + cubeCount; + + for (let i = 0; i < totalCount; i++) { + const ti = i / totalCount; + const isDuck = i % 2 === 0 && i / 2 < duckCount; + const isCube = !isDuck; + + let entity; + if (isDuck) { + entity = glTF.instantiateSceneRoot(); + rootEntity.addChild(entity); + } else { + entity = rootEntity.createChild("Cube" + i); + const renderer = entity.addComponent(MeshRenderer); + renderer.mesh = cubeMesh; + renderer.setMaterial(cubeMaterial); + const initColor = new Vector4(Math.random(), Math.random(), Math.random(), 1.0); + renderer.shaderData.setVector4(customColorProperty, initColor); + } + + const anim = entity.addComponent(SpiralAnimate); + anim.radius = 10 + Math.random() * 40; + anim.radiusSpeed = 0.3 + Math.random() * 0.6; + anim.theta = ti * Math.PI * 2 * 13.7; + anim.phi = ti * Math.PI * 2 * 7.3; + anim.thetaSpeed = (0.2 + Math.random() * 0.4) * (Math.random() > 0.5 ? 1 : -1); + anim.phiSpeed = (0.3 + Math.random() * 0.5) * (Math.random() > 0.5 ? 1 : -1); + anim.rotateSpeed = new Vector3((Math.random() - 0.5) * 60, (Math.random() - 0.5) * 60, (Math.random() - 0.5) * 60); + anim.scaleBase = (isDuck ? 20 : 1) * (0.6 + Math.random() * 0.8); + anim.scaleFreq = 0.5 + Math.random() * 2; + + if (isCube) { + anim.colorPhase = Math.random() * Math.PI * 2; + anim.colorSpeed = 0.5 + Math.random() * 2; + anim.enableColor(); + } + } + + engine.run(); +}); diff --git a/examples/src/gpu-instancing-custom-data.ts b/examples/src/gpu-instancing-custom-data.ts new file mode 100644 index 0000000000..27857d5730 --- /dev/null +++ b/examples/src/gpu-instancing-custom-data.ts @@ -0,0 +1,151 @@ +/** + * @title GPU Instancing Custom Data + * @category Mesh + * @thumbnail https://mdn.alipayobjects.com/merchant_appfe/afts/img/A*jjZMTrp-vU8AAAAAAAAAAAAADiR2AQ/original + */ +import { OrbitControl, Stats } from "@galacean/engine-toolkit"; +import { + Camera, + Color, + DirectLight, + Logger, + Material, + MeshRenderer, + PrimitiveMesh, + Script, + Shader, + ShaderProperty, + Vector3, + Vector4, + WebGLEngine, + WebGLMode +} from "@galacean/engine"; + +const _customColorProperty = ShaderProperty.getByName("renderer_CustomColor"); + +class SpiralFlash extends Script { + radius: number = 0; + radiusSpeed: number = 0; + theta: number = 0; + thetaSpeed: number = 0; + phi: number = 0; + phiSpeed: number = 0; + rotateSpeed: Vector3 = new Vector3(); + scaleBase: number = 1; + scaleFreq: number = 0; + colorPhase: number = 0; + colorSpeed: number = 1; + private _time: number = 0; + private _color: Vector4 = new Vector4(); + + onUpdate(deltaTime: number): void { + this._time += deltaTime; + const t = this._time; + const transform = this.entity.transform; + + // Spiral breathing motion + const r = this.radius * (0.6 + 0.4 * Math.sin(t * this.radiusSpeed)); + const theta = this.theta + t * this.thetaSpeed; + const phi = this.phi + t * this.phiSpeed; + + const sinTheta = Math.sin(theta); + transform.setPosition(r * sinTheta * Math.cos(phi), r * Math.cos(theta), r * sinTheta * Math.sin(phi)); + + // Rotation + const { rotateSpeed } = this; + transform.rotate(rotateSpeed.x * deltaTime, rotateSpeed.y * deltaTime, rotateSpeed.z * deltaTime); + + // Scale pulse + const s = this.scaleBase * (0.7 + 0.3 * Math.sin(t * this.scaleFreq)); + transform.setScale(s, s, s); + + // Color cycles through hue based on time + unique phase + const ct = t * this.colorSpeed + this.colorPhase; + this._color.set(0.5 + 0.5 * Math.sin(ct), 0.5 + 0.5 * Math.sin(ct + 2.094), 0.5 + 0.5 * Math.sin(ct + 4.189), 1.0); + this.entity.getComponent(MeshRenderer).shaderData.setVector4(_customColorProperty, this._color); + } +} + +Logger.enable(); + +Shader.create( + "CustomInstanceShader", + ` + #include + attribute vec3 POSITION; + attribute vec3 NORMAL; + + varying vec3 v_normal; + + void main() { + gl_Position = renderer_MVPMat * vec4(POSITION, 1.0); + v_normal = normalize((renderer_NormalMat * vec4(NORMAL, 0.0)).xyz); + } + `, + ` + uniform vec4 renderer_CustomColor; + + varying vec3 v_normal; + + void main() { + vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0)); + float NdotL = max(dot(v_normal, lightDir), 0.2); + gl_FragColor = vec4(renderer_CustomColor.rgb * NdotL, 1.0); + } + ` +); + +WebGLEngine.create({ canvas: "canvas", graphicDeviceOptions: { webGLMode: WebGLMode.WebGL2 } }).then((engine) => { + engine.canvas.resizeByClientSize(); + + const scene = engine.sceneManager.activeScene; + const rootEntity = scene.createRootEntity("Root"); + + // Camera + const cameraEntity = rootEntity.createChild("Camera"); + cameraEntity.transform.setPosition(0, 0, 100); + cameraEntity.transform.lookAt(new Vector3(0, 0, 0)); + const camera = cameraEntity.addComponent(Camera); + camera.farClipPlane = 500; + cameraEntity.addComponent(OrbitControl); + + // Stats + cameraEntity.addComponent(Stats); + + // Light + const lightEntity = rootEntity.createChild("Light"); + lightEntity.transform.setRotation(-45, -45, 0); + lightEntity.addComponent(DirectLight).color = new Color(1, 1, 1, 1); + + const mesh = PrimitiveMesh.createCuboid(engine, 1, 1, 1); + const material = new Material(engine, Shader.find("CustomInstanceShader")); + const customColorProperty = ShaderProperty.getByName("renderer_CustomColor"); + + const count = 5000; + for (let i = 0; i < count; i++) { + const entity = rootEntity.createChild("Cube" + i); + const ti = i / count; + + const renderer = entity.addComponent(MeshRenderer); + renderer.mesh = mesh; + renderer.setMaterial(material); + + const initColor = new Vector4(Math.random(), Math.random(), Math.random(), 1.0); + renderer.shaderData.setVector4(customColorProperty, initColor); + + const anim = entity.addComponent(SpiralFlash); + anim.radius = 10 + Math.random() * 40; + anim.radiusSpeed = 0.3 + Math.random() * 0.6; + anim.theta = ti * Math.PI * 2 * 13.7; + anim.phi = ti * Math.PI * 2 * 7.3; + anim.thetaSpeed = (0.2 + Math.random() * 0.4) * (Math.random() > 0.5 ? 1 : -1); + anim.phiSpeed = (0.3 + Math.random() * 0.5) * (Math.random() > 0.5 ? 1 : -1); + anim.rotateSpeed = new Vector3((Math.random() - 0.5) * 60, (Math.random() - 0.5) * 60, (Math.random() - 0.5) * 60); + anim.scaleBase = 0.6 + Math.random() * 0.8; + anim.scaleFreq = 0.5 + Math.random() * 2; + anim.colorPhase = Math.random() * Math.PI * 2; + anim.colorSpeed = 0.5 + Math.random() * 2; + } + + engine.run(); +}); diff --git a/package.json b/package.json index 004c104726..1c283ece56 100644 --- a/package.json +++ b/package.json @@ -41,18 +41,18 @@ "@types/dom-webcodecs": "^0.1.13", "@types/node": "^18.7.16", "@types/webxr": "latest", - "@typescript-eslint/eslint-plugin": "^6.1.0", - "@typescript-eslint/parser": "^6.1.0", + "@typescript-eslint/eslint-plugin": "^8.58.1", + "@typescript-eslint/parser": "^8.58.1", "@vitest/coverage-v8": "2.1.3", "bumpp": "^9.5.2", "cross-env": "^5.2.0", "electron": "^13", - "eslint": "^8.44.0", + "eslint": "^8.57.1", "eslint-config-prettier": "^8.8.0", "eslint-plugin-prettier": "^5.0.0", "fs-extra": "^10.1.0", "husky": "^8.0.0", - "lint-staged": "^10.5.3", + "lint-staged": "^16.4.0", "nyc": "^15.1.0", "odiff-bin": "^2.5.0", "prettier": "^3.0.0", @@ -65,9 +65,8 @@ "vitest": "2.1.3" }, "lint-staged": { - "*.{ts}": [ - "eslint --fix", - "git add" + "**/*.ts": [ + "eslint --fix" ] }, "repository": "git@github.com:galacean/runtime.git" diff --git a/packages/core/src/2d/sprite/SpriteMask.ts b/packages/core/src/2d/sprite/SpriteMask.ts index 141f352d35..3d99a09b81 100644 --- a/packages/core/src/2d/sprite/SpriteMask.ts +++ b/packages/core/src/2d/sprite/SpriteMask.ts @@ -204,15 +204,15 @@ export class SpriteMask extends Renderer implements ISpriteRenderer { /** * @internal */ - override _canBatch(elementA: SubRenderElement, elementB: SubRenderElement): boolean { - return BatchUtils.canBatchSpriteMask(elementA, elementB); + override _canBatch(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { + return BatchUtils.canBatchSpriteMask(preSubElement, subElement); } /** * @internal */ - override _batch(elementA: SubRenderElement, elementB?: SubRenderElement): void { - BatchUtils.batchFor2D(elementA, elementB); + override _batch(preSubElement: SubRenderElement | null, subElement: SubRenderElement): void { + BatchUtils.batchFor2D(preSubElement, subElement); } /** @@ -302,7 +302,7 @@ export class SpriteMask extends Renderer implements ISpriteRenderer { const subChunk = this._subChunk; subRenderElement.set(this, material, subChunk.chunk.primitive, subChunk.subMesh, this.sprite.texture, subChunk); - subRenderElement.shaderPasses = material.shader.subShaders[0].passes; + subRenderElement.subShader = material.shader.subShaders[0]; subRenderElement.renderQueueFlags = RenderQueueFlags.All; renderElement.addSubRenderElement(subRenderElement); } diff --git a/packages/core/src/2d/sprite/SpriteRenderer.ts b/packages/core/src/2d/sprite/SpriteRenderer.ts index c1b183ee7a..6eac9898d1 100644 --- a/packages/core/src/2d/sprite/SpriteRenderer.ts +++ b/packages/core/src/2d/sprite/SpriteRenderer.ts @@ -295,15 +295,15 @@ export class SpriteRenderer extends Renderer implements ISpriteRenderer { /** * @internal */ - override _canBatch(elementA: SubRenderElement, elementB: SubRenderElement): boolean { - return BatchUtils.canBatchSprite(elementA, elementB); + override _canBatch(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { + return BatchUtils.canBatchSprite(preSubElement, subElement); } /** * @internal */ - override _batch(elementA: SubRenderElement, elementB?: SubRenderElement): void { - BatchUtils.batchFor2D(elementA, elementB); + override _batch(preSubElement: SubRenderElement | null, subElement: SubRenderElement): void { + BatchUtils.batchFor2D(preSubElement, subElement); } /** diff --git a/packages/core/src/2d/text/TextRenderer.ts b/packages/core/src/2d/text/TextRenderer.ts index 143e46a7da..6fd6ead38d 100644 --- a/packages/core/src/2d/text/TextRenderer.ts +++ b/packages/core/src/2d/text/TextRenderer.ts @@ -381,15 +381,15 @@ export class TextRenderer extends Renderer implements ITextRenderer { /** * @internal */ - override _canBatch(elementA: SubRenderElement, elementB: SubRenderElement): boolean { - return BatchUtils.canBatchSprite(elementA, elementB); + override _canBatch(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { + return BatchUtils.canBatchSprite(preSubElement, subElement); } /** * @internal */ - override _batch(elementA: SubRenderElement, elementB?: SubRenderElement): void { - BatchUtils.batchFor2D(elementA, elementB); + override _batch(preSubElement: SubRenderElement | null, subElement: SubRenderElement): void { + BatchUtils.batchFor2D(preSubElement, subElement); } /** diff --git a/packages/core/src/Engine.ts b/packages/core/src/Engine.ts index 55b0ea0b4c..0ea112b967 100644 --- a/packages/core/src/Engine.ts +++ b/packages/core/src/Engine.ts @@ -33,7 +33,8 @@ import { Shader } from "./shader/Shader"; import { ShaderMacro } from "./shader/ShaderMacro"; import { ShaderMacroCollection } from "./shader/ShaderMacroCollection"; import { ShaderPool } from "./shader/ShaderPool"; -import { ShaderProgramPool } from "./shader/ShaderProgramPool"; +import { ShaderProgramMap } from "./shader/ShaderProgramMap"; +import { ShaderProgram } from "./shader/ShaderProgram"; import { RenderState } from "./shader/state/RenderState"; import { Texture2D, TextureFormat } from "./texture"; import { UIUtils } from "./ui/UIUtils"; @@ -112,7 +113,7 @@ export class Engine extends EventDispatcher { /* @internal */ _renderCount: number = 0; /* @internal */ - _shaderProgramPools: ShaderProgramPool[] = []; + _shaderProgramMaps: ShaderProgramMap[] = []; /** @internal */ _fontMap: Record = {}; /** @internal */ @@ -541,18 +542,18 @@ export class Engine extends EventDispatcher { /** * @internal */ - _getShaderProgramPool(index: number, trackPools?: ShaderProgramPool[]): ShaderProgramPool { - const shaderProgramPools = this._shaderProgramPools; - let pool = shaderProgramPools[index]; - if (!pool) { + _getShaderProgramMap(index: number, trackMaps?: ShaderProgramMap[]): ShaderProgramMap { + const shaderProgramMaps = this._shaderProgramMaps; + let map = shaderProgramMaps[index]; + if (!map) { const length = index + 1; - if (length > shaderProgramPools.length) { - shaderProgramPools.length = length; + if (length > shaderProgramMaps.length) { + shaderProgramMaps.length = length; } - shaderProgramPools[index] = pool = new ShaderProgramPool(this); - trackPools?.push(pool); + shaderProgramMaps[index] = map = new ShaderProgramMap(this); + trackMaps?.push(map); } - return pool; + return map; } /** @@ -674,9 +675,9 @@ export class Engine extends EventDispatcher { private _onDeviceRestored(): void { this._hardwareRenderer.resetState(); this._lastRenderState = new RenderState(); - // Clear shader pools + // Clear shader program maps Shader._clear(this); - this._shaderProgramPools.length = 0; + this._shaderProgramMaps.length = 0; const { resourceManager } = this; // Restore graphic resources diff --git a/packages/core/src/RenderPipeline/BasicRenderPipeline.ts b/packages/core/src/RenderPipeline/BasicRenderPipeline.ts index dee2231a0a..2c99c9eda9 100644 --- a/packages/core/src/RenderPipeline/BasicRenderPipeline.ts +++ b/packages/core/src/RenderPipeline/BasicRenderPipeline.ts @@ -10,7 +10,7 @@ import { ScalableAmbientObscurancePass } from "../lighting/ambientOcclusion/Scal import { FinalPass } from "../postProcess"; import { Shader } from "../shader/Shader"; import { ShaderMacroCollection } from "../shader/ShaderMacroCollection"; -import { ShaderPass } from "../shader/ShaderPass"; +import { SubShader } from "../shader/SubShader"; import { RenderQueueType } from "../shader/enums/RenderQueueType"; import { RenderState } from "../shader/state/RenderState"; import { CascadedShadowCasterPass } from "../shadow/CascadedShadowCasterPass"; @@ -132,7 +132,6 @@ export class BasicRenderPipeline { this._cascadedShadowCasterPass.onRender(context); } - const batcherManager = engine._batcherManager; cullingResults.reset(); // Depth use camera's view and projection matrix @@ -140,6 +139,7 @@ export class BasicRenderPipeline { context.applyVirtualCamera(camera._virtualCamera, depthPassEnabled); this._prepareRender(context); + const batcherManager = engine._batcherManager; cullingResults.sortBatch(batcherManager); batcherManager.uploadBuffer(); @@ -385,7 +385,7 @@ export class BasicRenderPipeline { for (let j = 0, m = replacementSubShaders.length; j < m; j++) { const subShader = replacementSubShaders[j]; if (subShader.getTagValue(replacementTag) === materialSubShader.getTagValue(replacementTag)) { - this.pushRenderElementByType(renderElement, subRenderElement, subShader.passes, renderStates); + this.pushRenderElementByType(renderElement, subRenderElement, subShader, renderStates); replacementSuccess = true; } } @@ -394,13 +394,13 @@ export class BasicRenderPipeline { !replacementSuccess && context.replacementFailureStrategy === ReplacementFailureStrategy.KeepOriginalShader ) { - this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates); + this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader, renderStates); } } else { - this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0].passes, renderStates); + this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0], renderStates); } } else { - this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates); + this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader, renderStates); } } } @@ -408,9 +408,10 @@ export class BasicRenderPipeline { private pushRenderElementByType( renderElement: RenderElement, subRenderElement: SubRenderElement, - shaderPasses: ReadonlyArray, + subShader: SubShader, renderStates: ReadonlyArray ): void { + const shaderPasses = subShader.passes; const cullingResults = this._cullingResults; for (let i = 0, n = shaderPasses.length; i < n; i++) { // Get render queue type @@ -428,7 +429,7 @@ export class BasicRenderPipeline { const flag = 1 << renderQueueType; - subRenderElement.shaderPasses = shaderPasses; + subRenderElement.subShader = subShader; subRenderElement.renderQueueFlags |= flag; if (renderElement.renderQueueFlags & flag) { diff --git a/packages/core/src/RenderPipeline/BatchUtils.ts b/packages/core/src/RenderPipeline/BatchUtils.ts index 387c951f93..5c7345183a 100644 --- a/packages/core/src/RenderPipeline/BatchUtils.ts +++ b/packages/core/src/RenderPipeline/BatchUtils.ts @@ -8,29 +8,29 @@ import { SubRenderElement } from "./SubRenderElement"; export class BatchUtils { protected static _disableBatchTag: ShaderTagKey = ShaderTagKey.getByName("spriteDisableBatching"); - static canBatchSprite(elementA: SubRenderElement, elementB: SubRenderElement): boolean { - if (elementB.shaderPasses[0].getTagValue(BatchUtils._disableBatchTag) === true) { + static canBatchSprite(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { + if (subElement.subShader.passes[0].getTagValue(BatchUtils._disableBatchTag) === true) { return false; } - if (elementA.subChunk.chunk !== elementB.subChunk.chunk) { + if (preSubElement.subChunk.chunk !== subElement.subChunk.chunk) { return false; } - const rendererA = elementA.component; - const rendererB = elementB.component; - const maskInteractionA = rendererA.maskInteraction; + const preRenderer = preSubElement.component; + const renderer = subElement.component; + const maskInteractionA = preRenderer.maskInteraction; // Compare mask, texture and material return ( - maskInteractionA === rendererB.maskInteraction && - (maskInteractionA === SpriteMaskInteraction.None || rendererA.maskLayer === rendererB.maskLayer) && - elementA.texture === elementB.texture && - elementA.material === elementB.material + maskInteractionA === renderer.maskInteraction && + (maskInteractionA === SpriteMaskInteraction.None || preRenderer.maskLayer === renderer.maskLayer) && + preSubElement.texture === subElement.texture && + preSubElement.material === subElement.material ); } - static canBatchSpriteMask(elementA: SubRenderElement, elementB: SubRenderElement): boolean { - if (elementA.subChunk.chunk !== elementB.subChunk.chunk) { + static canBatchSpriteMask(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { + if (preSubElement.subChunk.chunk !== subElement.subChunk.chunk) { return false; } @@ -38,20 +38,20 @@ export class BatchUtils { // Compare renderer property return ( - elementA.texture === elementB.texture && - (elementA.component).shaderData.getFloat(alphaCutoffProperty) === - (elementB.component).shaderData.getFloat(alphaCutoffProperty) + preSubElement.texture === subElement.texture && + (preSubElement.component).shaderData.getFloat(alphaCutoffProperty) === + (subElement.component).shaderData.getFloat(alphaCutoffProperty) ); } - static batchFor2D(elementA: SubRenderElement, elementB?: SubRenderElement): void { - const subChunk = elementB ? elementB.subChunk : elementA.subChunk; + static batchFor2D(preSubElement: SubRenderElement | null, subElement: SubRenderElement): void { + const subChunk = subElement.subChunk; const { chunk, indices: subChunkIndices } = subChunk; const length = subChunkIndices.length; let startIndex = chunk.updateIndexLength; - if (elementB) { - elementA.subChunk.subMesh.count += length; + if (preSubElement) { + preSubElement.subChunk.subMesh.count += length; } else { // Reset subMesh const subMesh = subChunk.subMesh; diff --git a/packages/core/src/RenderPipeline/BatcherManager.ts b/packages/core/src/RenderPipeline/BatcherManager.ts index 702a4a01e8..03d965825f 100644 --- a/packages/core/src/RenderPipeline/BatcherManager.ts +++ b/packages/core/src/RenderPipeline/BatcherManager.ts @@ -1,5 +1,6 @@ import { Engine } from "../Engine"; import { Renderer } from "../Renderer"; +import { InstanceBatch } from "./InstanceBatch"; import { PrimitiveChunkManager } from "./PrimitiveChunkManager"; import { RenderQueue } from "./RenderQueue"; import { SubRenderElement } from "./SubRenderElement"; @@ -11,9 +12,14 @@ export class BatcherManager { private _primitiveChunkManager2D: PrimitiveChunkManager; private _primitiveChunkManagerMask: PrimitiveChunkManager; private _primitiveChunkManagerUI: PrimitiveChunkManager; + private _instanceBatch: InstanceBatch; constructor(public engine: Engine) {} + get instanceBatch(): InstanceBatch { + return (this._instanceBatch ||= new InstanceBatch(this.engine)); + } + get primitiveChunkManager2D(): PrimitiveChunkManager { return (this._primitiveChunkManager2D ||= new PrimitiveChunkManager(this.engine)); } @@ -39,10 +45,15 @@ export class BatcherManager { this._primitiveChunkManagerUI.destroy(); this._primitiveChunkManagerUI = null; } + if (this._instanceBatch) { + this._instanceBatch.destroy(); + this._instanceBatch = null; + } } batch(renderQueue: RenderQueue): void { const { elements, batchedSubElements, renderQueueType } = renderQueue; + let preSubElement: SubRenderElement; let preRenderer: Renderer; let preConstructor: Function; @@ -67,14 +78,14 @@ export class BatcherManager { preSubElement = subElement; preRenderer = renderer; preConstructor = constructor; - renderer._batch(subElement); + renderer._batch(null, subElement); subElement.batched = false; } } else { preSubElement = subElement; preRenderer = renderer; preConstructor = constructor; - renderer._batch(subElement); + renderer._batch(null, subElement); subElement.batched = false; } } diff --git a/packages/core/src/RenderPipeline/InstanceBatch.ts b/packages/core/src/RenderPipeline/InstanceBatch.ts new file mode 100644 index 0000000000..1291229f2c --- /dev/null +++ b/packages/core/src/RenderPipeline/InstanceBatch.ts @@ -0,0 +1,93 @@ +import { Engine } from "../Engine"; +import { Buffer } from "../graphic/Buffer"; +import { BufferBindFlag } from "../graphic/enums/BufferBindFlag"; +import { BufferUsage } from "../graphic/enums/BufferUsage"; +import { SetDataOptions } from "../graphic/enums/SetDataOptions"; +import { Renderer } from "../Renderer"; +import { ShaderBlockProperty } from "../shader/ShaderBlockProperty"; +import { ShaderMacro } from "../shader/ShaderMacro"; +import { ConstantBufferBindingPoint } from "../shader/enums/ConstantBufferBindingPoint"; +import { InstanceLayout, ShaderFactory } from "../shaderlib/ShaderFactory"; + +/** + * @internal + * Manages a UBO for GPU instancing, packing per-instance renderer data (ModelMat, Layer, etc.). + */ +export class InstanceBatch { + static gpuInstanceMacro = ShaderMacro.getByName("RENDERER_GPU_INSTANCE"); + + static readonly uniformBlockBindingMap: Record = { + [ShaderBlockProperty.getByName(ShaderFactory.RENDERER_INSTANCE_BLOCK_NAME)._uniqueId]: + ConstantBufferBindingPoint.RendererInstance + }; + + buffer: Buffer; + + private _engine: Engine; + private _layout: InstanceLayout; + private _data: ArrayBuffer; + private _floatView: Float32Array; + private _intView: Int32Array; + + constructor(engine: Engine) { + this._engine = engine; + } + + /** + * Set UBO layout and allocate buffer if needed. + */ + setLayout(layout: InstanceLayout): void { + this._layout = layout; + const totalBytes = layout.instanceMaxCount * layout.structSize; + // Only reallocate when buffer is too small + if (!this.buffer || totalBytes > this.buffer.byteLength) { + this._data = new ArrayBuffer(totalBytes); + this._floatView = new Float32Array(this._data); + this._intView = new Int32Array(this._data); + this.buffer?.destroy(); + this.buffer = new Buffer(this._engine, BufferBindFlag.ConstantBuffer, totalBytes, BufferUsage.Dynamic); + } + } + + /** + * Pack renderer data into UBO and upload to GPU. + */ + upload(renderers: Renderer[], start: number, count: number): void { + const { instanceFields, structSize } = this._layout; + const elementsPerInstance = structSize / 4; + const { _floatView: floatView, _intView: intView } = this; + const modelMatId = Renderer._worldMatrixProperty._uniqueId; + + for (let i = 0; i < count; i++) { + const renderer = renderers[start + i]; + const propertyValueMap = renderer.shaderData._propertyValueMap; + const baseOffset = i * elementsPerInstance; + + for (let j = 0, n = instanceFields.length; j < n; j++) { + const field = instanceFields[j]; + const fieldOffset = baseOffset + field.offsetInElements; + const propertyId = field.property._uniqueId; + + if (propertyId === modelMatId) { + // Instancing skips _updateTransformShaderData, so worldMatrix is not in propertyValueMap + // Must read from transform getter to trigger lazy update + field.pack(floatView, fieldOffset, renderer.entity.transform.worldMatrix); + } else { + const value = propertyValueMap[propertyId]; + if (value != null) { + field.pack(field.useIntView ? intView : floatView, fieldOffset, value); + } + } + } + } + + this.buffer.setData(floatView, 0, 0, count * elementsPerInstance, SetDataOptions.Discard); + } + + destroy(): void { + this.buffer?.destroy(); + this._data = null; + this._floatView = null; + this._intView = null; + } +} diff --git a/packages/core/src/RenderPipeline/RenderQueue.ts b/packages/core/src/RenderPipeline/RenderQueue.ts index 3558679996..729910dbcc 100644 --- a/packages/core/src/RenderPipeline/RenderQueue.ts +++ b/packages/core/src/RenderPipeline/RenderQueue.ts @@ -2,8 +2,10 @@ import { SpriteMaskInteraction } from "../2d/enums/SpriteMaskInteraction"; import { BasicResources, RenderStateElementMap } from "../BasicResources"; import { Utils } from "../Utils"; import { RenderQueueType, Shader } from "../shader"; +import { ConstantBufferBindingPoint } from "../shader/enums/ConstantBufferBindingPoint"; import { ShaderMacroCollection } from "../shader/ShaderMacroCollection"; import { BatcherManager } from "./BatcherManager"; +import { InstanceBatch } from "./InstanceBatch"; import { ContextRendererUpdateFlag, RenderContext } from "./RenderContext"; import { RenderElement } from "./RenderElement"; import { SubRenderElement } from "./SubRenderElement"; @@ -13,8 +15,15 @@ import { RenderQueueMaskType } from "./enums/RenderQueueMaskType"; * @internal */ export class RenderQueue { + // @todo: Sort at SubRenderElement level instead of RenderElement level to avoid multi-submesh objects breaking batches static compareForOpaque(a: RenderElement, b: RenderElement): number { - return a.priority - b.priority || a.distanceForSort - b.distanceForSort; + const sa = a.subRenderElements[0], + sb = b.subRenderElements[0]; + return ( + a.priority - b.priority || + sa.material.instanceId - sb.material.instanceId || + sa.primitive.instanceId - sb.primitive.instanceId + ); } static compareForTransparent(a: RenderElement, b: RenderElement): number { @@ -60,22 +69,27 @@ export class RenderQueue { for (let i = 0; i < length; i++) { const subElement = batchedSubElements[i]; - const { component: renderer, batched, material } = subElement; - - // @todo: Can optimize update view projection matrix updated - if ( - this.rendererUpdateFlag & ContextRendererUpdateFlag.WorldViewMatrix || - renderer._batchedTransformShaderData != batched - ) { - // Update world matrix and view matrix and model matrix - renderer._updateTransformShaderData(context, false, batched); - renderer._batchedTransformShaderData = batched; - } else if (this.rendererUpdateFlag & ContextRendererUpdateFlag.ProjectionMatrix) { - // Only projection matrix need updated - renderer._updateTransformShaderData(context, true, batched); + const { component, material, instancedRenderers } = subElement; + const isInstanced = instancedRenderers.length > 0; + + // Instancing: transform data is packed in UBO, skip per-renderer update + if (!isInstanced) { + // @todo: Can optimize update view projection matrix updated + const batched = subElement.batched; + if ( + this.rendererUpdateFlag & ContextRendererUpdateFlag.WorldViewMatrix || + component._batchedTransformShaderData != batched + ) { + // Update world matrix and view matrix and model matrix + component._updateTransformShaderData(context, false, batched); + component._batchedTransformShaderData = batched; + } else if (this.rendererUpdateFlag & ContextRendererUpdateFlag.ProjectionMatrix) { + // Only projection matrix need updated + component._updateTransformShaderData(context, true, batched); + } } - const maskInteraction = renderer._maskInteraction; + const maskInteraction = component._maskInteraction; const needMaskInteraction = maskInteraction !== SpriteMaskInteraction.None; const needMaskType = maskType !== RenderQueueMaskType.No; let customStates: RenderStateElementMap = null; @@ -84,7 +98,7 @@ export class RenderQueue { customStates = BasicResources.getMaskTypeRenderStates(maskType); } else { if (needMaskInteraction) { - maskManager.drawMask(context, pipelineStageTagValue, subElement.component._maskLayer); + maskManager.drawMask(context, pipelineStageTagValue, component._maskLayer); customStates = BasicResources.getMaskInteractionRenderStates(maskInteraction); } else { maskManager.isReadStencil(material) && maskManager.clearMask(context, pipelineStageTagValue); @@ -92,15 +106,20 @@ export class RenderQueue { maskManager.isStencilWritten(material) && (maskManager.hasStencilWritten = true); } - const compileMacros = Shader._compileMacros; - const { primitive, shaderPasses, shaderData: renderElementShaderData } = subElement; - const { shaderData: rendererData, instanceId: rendererId } = renderer; + const { primitive, shaderData: renderElementShaderData } = subElement; + const shaderPasses = subElement.subShader.passes; + const { shaderData: rendererData, instanceId: rendererId } = component; const { shaderData: materialData, instanceId: materialId, renderStates } = material; - // Union render global macro and material self macro - ShaderMacroCollection.unionCollection(renderer._globalShaderMacro, materialData._macroCollection, compileMacros); + // Build compile macros + const compileMacros = Shader._compileMacros; + ShaderMacroCollection.unionCollection(component._globalShaderMacro, materialData._macroCollection, compileMacros); ShaderMacroCollection.unionCollection(compileMacros, engine._macroCollection, compileMacros); + if (isInstanced) { + compileMacros.enable(InstanceBatch.gpuInstanceMacro); + } + for (let j = 0, m = shaderPasses.length; j < m; j++) { const shaderPass = shaderPasses[j]; if (shaderPass.getTagValue(pipelineStageKey) !== pipelineStageTagValue) { @@ -138,14 +157,18 @@ export class RenderQueue { program.groupingOtherUniformBlock(); program.uploadAll(program.sceneUniformBlock, sceneData); program.uploadAll(program.cameraUniformBlock, cameraData); - program.uploadAll(program.rendererUniformBlock, rendererData); + if (isInstanced) { + program._uploadRendererId = -1; + } else { + program.uploadAll(program.rendererUniformBlock, rendererData); + program._uploadRendererId = rendererId; + } program.uploadAll(program.materialUniformBlock, materialData); renderElementShaderData && program.uploadAll(program.renderElementUniformBlock, renderElementShaderData); // UnGroup textures should upload default value, texture uint maybe change by logic of texture bind. program.uploadUnGroupTextures(); program._uploadSceneId = sceneId; program._uploadCameraId = cameraId; - program._uploadRendererId = rendererId; program._uploadMaterialId = materialId; program._uploadRenderCount = renderCount; } else { @@ -163,11 +186,13 @@ export class RenderQueue { program.uploadTextures(program.cameraUniformBlock, cameraData); } - if (program._uploadRendererId !== rendererId) { - program.uploadAll(program.rendererUniformBlock, rendererData); - program._uploadRendererId = rendererId; - } else if (switchProgram) { - program.uploadTextures(program.rendererUniformBlock, rendererData); + if (!isInstanced) { + if (program._uploadRendererId !== rendererId) { + program.uploadAll(program.rendererUniformBlock, rendererData); + program._uploadRendererId = rendererId; + } else if (switchProgram) { + program.uploadTextures(program.rendererUniformBlock, rendererData); + } } if (program._uploadMaterialId !== materialId) { @@ -187,12 +212,31 @@ export class RenderQueue { renderState._applyStates( engine, - renderer._isFrontFaceInvert(), + component._isFrontFaceInvert(), shaderPass._renderStateDataMap, material.shaderData, customStates ); - rhi.drawPrimitive(primitive, subElement.subPrimitive, program); + + const layout = program._instanceLayout; + if (isInstanced && layout) { + const totalCount = instancedRenderers.length; + const maxCount = layout.instanceMaxCount; + const instanceBatch = engine._batcherManager.instanceBatch; + + instanceBatch.setLayout(layout); + program.bindUniformBlocks(InstanceBatch.uniformBlockBindingMap); + rhi.bindUniformBufferBase(ConstantBufferBindingPoint.RendererInstance, instanceBatch.buffer._platformBuffer); + for (let start = 0; start < totalCount; start += maxCount) { + const count = Math.min(maxCount, totalCount - start); + instanceBatch.upload(instancedRenderers, start, count); + primitive.instanceCount = count; + rhi.drawPrimitive(primitive, subElement.subPrimitive, program); + } + primitive.instanceCount = 0; + } else { + rhi.drawPrimitive(primitive, subElement.subPrimitive, program); + } } } diff --git a/packages/core/src/RenderPipeline/SubRenderElement.ts b/packages/core/src/RenderPipeline/SubRenderElement.ts index f8c86c114d..f49d159f31 100644 --- a/packages/core/src/RenderPipeline/SubRenderElement.ts +++ b/packages/core/src/RenderPipeline/SubRenderElement.ts @@ -1,7 +1,7 @@ import { Renderer } from "../Renderer"; import { Primitive, SubMesh } from "../graphic"; import { Material } from "../material"; -import { ShaderData, ShaderPass } from "../shader"; +import { ShaderData, SubShader } from "../shader"; import { Texture2D } from "../texture"; import { IPoolElement } from "../utils/ObjectPool"; import { RenderQueueFlags } from "./BasicRenderPipeline"; @@ -12,10 +12,11 @@ export class SubRenderElement implements IPoolElement { primitive: Primitive; material: Material; subPrimitive: SubMesh; - shaderPasses: ReadonlyArray; + subShader: SubShader; shaderData?: ShaderData; batched: boolean; renderQueueFlags: RenderQueueFlags; + instancedRenderers: Renderer[] = []; // @todo: maybe should remove later texture?: Texture2D; @@ -35,6 +36,7 @@ export class SubRenderElement implements IPoolElement { this.subPrimitive = subPrimitive; this.texture = texture; this.subChunk = subChunk; + this.instancedRenderers.length = 0; } dispose(): void { @@ -42,8 +44,9 @@ export class SubRenderElement implements IPoolElement { this.material = null; this.primitive = null; this.subPrimitive = null; - this.shaderPasses = null; + this.subShader = null; this.shaderData && (this.shaderData = null); + this.instancedRenderers = null; this.texture && (this.texture = null); this.subChunk && (this.subChunk = null); diff --git a/packages/core/src/Renderer.ts b/packages/core/src/Renderer.ts index ab9f743c0c..a7e6f4e51e 100644 --- a/packages/core/src/Renderer.ts +++ b/packages/core/src/Renderer.ts @@ -23,14 +23,15 @@ import { ShaderDataGroup } from "./shader/enums/ShaderDataGroup"; export class Renderer extends Component { private static _tempVector0 = new Vector3(); + /** @internal */ + static _worldMatrixProperty = ShaderProperty.getByName("renderer_ModelMat"); + /** @internal */ + static _rendererLayerProperty = ShaderProperty.getByName("renderer_Layer"); + private static _receiveShadowMacro = ShaderMacro.getByName("RENDERER_IS_RECEIVE_SHADOWS"); - private static _localMatrixProperty = ShaderProperty.getByName("renderer_LocalMat"); - private static _worldMatrixProperty = ShaderProperty.getByName("renderer_ModelMat"); private static _mvMatrixProperty = ShaderProperty.getByName("renderer_MVMat"); private static _mvpMatrixProperty = ShaderProperty.getByName("renderer_MVPMat"); - private static _mvInvMatrixProperty = ShaderProperty.getByName("renderer_MVInvMat"); private static _normalMatrixProperty = ShaderProperty.getByName("renderer_NormalMat"); - private static _rendererLayerProperty = ShaderProperty.getByName("renderer_Layer"); /** @internal */ @ignoreClone @@ -74,8 +75,6 @@ export class Renderer extends Component { @ignoreClone private _mvpMatrix: Matrix = new Matrix(); @ignoreClone - private _mvInvMatrix: Matrix = new Matrix(); - @ignoreClone private _normalMatrix: Matrix = new Matrix(); @ignoreClone private _materialsInstanced: boolean[] = []; @@ -384,7 +383,6 @@ export class Renderer extends Component { this._shaderData = null; this._mvMatrix = null; this._mvpMatrix = null; - this._mvInvMatrix = null; this._normalMatrix = null; this._materialsInstanced = null; this._rendererLayer = null; @@ -405,14 +403,14 @@ export class Renderer extends Component { /** * @internal */ - _canBatch(elementA: SubRenderElement, elementB: SubRenderElement): boolean { + _canBatch(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { return false; } /** * @internal */ - _batch(elementA: SubRenderElement, elementB?: SubRenderElement): void {} + _batch(preSubElement: SubRenderElement | null, subElement: SubRenderElement): void {} /** * Update once per frame per renderer, not influenced by batched. @@ -423,31 +421,24 @@ export class Renderer extends Component { } protected _updateWorldViewRelatedShaderData(context: RenderContext, worldMatrix: Matrix, batched: boolean): void { - const { shaderData, _mvInvMatrix: mvInvMatrix } = this; + const { shaderData } = this; if (batched) { // @ts-ignore const identityMatrix = Matrix._identity; - Matrix.invert(context.viewMatrix, mvInvMatrix); - - shaderData.setMatrix(Renderer._localMatrixProperty, identityMatrix); shaderData.setMatrix(Renderer._worldMatrixProperty, identityMatrix); shaderData.setMatrix(Renderer._mvMatrixProperty, context.viewMatrix); - shaderData.setMatrix(Renderer._mvInvMatrixProperty, mvInvMatrix); shaderData.setMatrix(Renderer._normalMatrixProperty, identityMatrix); } else { const mvMatrix = this._mvMatrix; const normalMatrix = this._normalMatrix; Matrix.multiply(context.viewMatrix, worldMatrix, mvMatrix); - Matrix.invert(mvMatrix, mvInvMatrix); Matrix.invert(worldMatrix, normalMatrix); normalMatrix.transpose(); - shaderData.setMatrix(Renderer._localMatrixProperty, this._transformEntity.transform.localMatrix); shaderData.setMatrix(Renderer._worldMatrixProperty, worldMatrix); shaderData.setMatrix(Renderer._mvMatrixProperty, mvMatrix); - shaderData.setMatrix(Renderer._mvInvMatrixProperty, mvInvMatrix); shaderData.setMatrix(Renderer._normalMatrixProperty, normalMatrix); } diff --git a/packages/core/src/graphic/TransformFeedbackShader.ts b/packages/core/src/graphic/TransformFeedbackShader.ts index c200e41597..64ffd7d114 100644 --- a/packages/core/src/graphic/TransformFeedbackShader.ts +++ b/packages/core/src/graphic/TransformFeedbackShader.ts @@ -28,16 +28,17 @@ export class TransformFeedbackShader { * Get or compile a shader program for the given engine and macro combination. */ getProgram(engine: Engine, macroCollection: ShaderMacroCollection): ShaderProgram | null { - const pool = engine._getShaderProgramPool(this._id); + const map = engine._getShaderProgramMap(this._id); - let program = pool.get(macroCollection); + let program = map.get(macroCollection); if (program) return program; const { vertexSource, fragmentSource } = ShaderFactory.compilePlatformSource( engine, macroCollection, this.vertexSource, - this.fragmentSource + this.fragmentSource, + false ); program = new ShaderProgram(engine, vertexSource, fragmentSource, this.feedbackVaryings); @@ -47,7 +48,7 @@ export class TransformFeedbackShader { return null; } - pool.cache(program); + map.cache(program); return program; } } diff --git a/packages/core/src/graphic/enums/BufferBindFlag.ts b/packages/core/src/graphic/enums/BufferBindFlag.ts index 152b9d2e54..4616d1eaff 100644 --- a/packages/core/src/graphic/enums/BufferBindFlag.ts +++ b/packages/core/src/graphic/enums/BufferBindFlag.ts @@ -5,5 +5,7 @@ export enum BufferBindFlag { /** Vertex buffer binding flag. */ VertexBuffer, /** Index buffer binding flag. */ - IndexBuffer + IndexBuffer, + /** Constant buffer binding flag (WebGL2 only). */ + ConstantBuffer } diff --git a/packages/core/src/mesh/MeshRenderer.ts b/packages/core/src/mesh/MeshRenderer.ts index e08e51ac4c..5649d95414 100644 --- a/packages/core/src/mesh/MeshRenderer.ts +++ b/packages/core/src/mesh/MeshRenderer.ts @@ -1,6 +1,7 @@ import { BoundingBox } from "@galacean/engine-math"; import { Entity } from "../Entity"; import { RenderContext } from "../RenderPipeline/RenderContext"; +import { SubRenderElement } from "../RenderPipeline/SubRenderElement"; import { Renderer, RendererUpdateFlags } from "../Renderer"; import { Logger } from "../base/Logger"; import { ignoreClone } from "../clone/CloneManager"; @@ -170,6 +171,32 @@ export class MeshRenderer extends Renderer { context.camera._renderPipeline.pushRenderElement(context, renderElement); } + /** + * @internal + */ + override _canBatch(preSubElement: SubRenderElement, subElement: SubRenderElement): boolean { + if (!this._engine._hardwareRenderer.isWebGL2) return false; + return ( + preSubElement.primitive === subElement.primitive && + preSubElement.subPrimitive === subElement.subPrimitive && + preSubElement.material === subElement.material && + this._isFrontFaceInvert() === (subElement.component)._isFrontFaceInvert() && + this.shaderData._macroCollection.isEqual(subElement.component.shaderData._macroCollection) + ); + } + + /** + * @internal + */ + override _batch(preSubElement: SubRenderElement | null, subElement: SubRenderElement): void { + if (!preSubElement) return; + const renderers = preSubElement.instancedRenderers; + if (renderers.length === 0) { + renderers.push(preSubElement.component); + } + renderers.push(subElement.component); + } + private _setMesh(mesh: Mesh): void { const lastMesh = this._mesh; if (lastMesh) { diff --git a/packages/core/src/mesh/SkinnedMeshRenderer.ts b/packages/core/src/mesh/SkinnedMeshRenderer.ts index d8e83e16bb..d580dcd608 100644 --- a/packages/core/src/mesh/SkinnedMeshRenderer.ts +++ b/packages/core/src/mesh/SkinnedMeshRenderer.ts @@ -1,6 +1,7 @@ import { BoundingBox, Vector2 } from "@galacean/engine-math"; import { Entity } from "../Entity"; import { RenderContext } from "../RenderPipeline/RenderContext"; +import { SubRenderElement } from "../RenderPipeline/SubRenderElement"; import { RendererUpdateFlags } from "../Renderer"; import { Logger } from "../base/Logger"; import { deepClone, ignoreClone } from "../clone/CloneManager"; @@ -120,6 +121,13 @@ export class SkinnedMeshRenderer extends MeshRenderer { localBounds.max._onValueChanged = this._onLocalBoundsChanged; } + /** + * @internal + */ + override _canBatch(_preSubElement: SubRenderElement, _subElement: SubRenderElement): boolean { + return false; + } + /** * @internal */ diff --git a/packages/core/src/shader/Shader.ts b/packages/core/src/shader/Shader.ts index f824462eb2..f0c826c7b0 100644 --- a/packages/core/src/shader/Shader.ts +++ b/packages/core/src/shader/Shader.ts @@ -237,12 +237,12 @@ export class Shader implements IReferable { const passes = subShaders[i].passes; for (let j = 0, m = passes.length; j < m; j++) { const pass = passes[j]; - const passShaderProgramPools = pass._shaderProgramPools; - for (let k = passShaderProgramPools.length - 1; k >= 0; k--) { - const shaderProgramPool = passShaderProgramPools[k]; - if (shaderProgramPool.engine !== engine) continue; - shaderProgramPool._destroy(); - passShaderProgramPools.splice(k, 1); + const passShaderProgramMaps = pass._shaderProgramMaps; + for (let k = passShaderProgramMaps.length - 1; k >= 0; k--) { + const map = passShaderProgramMaps[k]; + if (map.engine !== engine) continue; + map.destroy(); + passShaderProgramMaps.splice(k, 1); } } } diff --git a/packages/core/src/shader/ShaderBlockProperty.ts b/packages/core/src/shader/ShaderBlockProperty.ts new file mode 100644 index 0000000000..fd47b4cecc --- /dev/null +++ b/packages/core/src/shader/ShaderBlockProperty.ts @@ -0,0 +1,28 @@ +/** + * @internal + * Shader block property, used to identify uniform blocks by id. + */ +export class ShaderBlockProperty { + private static _counter = 0; + private static _nameMap: Record = Object.create(null); + + /** + * Get shader block property by name. + * @param name - Name of the uniform block + * @returns Shader block property + */ + static getByName(name: string): ShaderBlockProperty { + const nameMap = ShaderBlockProperty._nameMap; + return (nameMap[name] ??= new ShaderBlockProperty(name)); + } + + /** Uniform block name. */ + readonly name: string; + /** @internal */ + readonly _uniqueId: number; + + private constructor(name: string) { + this.name = name; + this._uniqueId = ShaderBlockProperty._counter++; + } +} diff --git a/packages/core/src/shader/ShaderMacroCollection.ts b/packages/core/src/shader/ShaderMacroCollection.ts index 749abc22ee..3efb98b77c 100644 --- a/packages/core/src/shader/ShaderMacroCollection.ts +++ b/packages/core/src/shader/ShaderMacroCollection.ts @@ -158,6 +158,20 @@ export class ShaderMacroCollection { return (this._mask[index] & macro._maskValue) !== 0; } + /** + * Whether this macro collection is equal to another. + * @param other - macro collection to compare + */ + isEqual(other: ShaderMacroCollection): boolean { + if (this._length !== other._length) return false; + const mask = this._mask; + const otherMask = other._mask; + for (let i = 0, n = this._length; i < n; i++) { + if (mask[i] !== otherMask[i]) return false; + } + return true; + } + /** * Clear this macro collection. */ diff --git a/packages/core/src/shader/ShaderPass.ts b/packages/core/src/shader/ShaderPass.ts index 3473926037..4540f0d276 100644 --- a/packages/core/src/shader/ShaderPass.ts +++ b/packages/core/src/shader/ShaderPass.ts @@ -1,13 +1,14 @@ import type { ShaderInstruction } from "@galacean/engine-design"; import { Engine } from "../Engine"; +import { InstanceBatch } from "../RenderPipeline/InstanceBatch"; import { PipelineStage } from "../RenderPipeline/enums/PipelineStage"; import { GLCapabilityType } from "../base/Constant"; -import { ShaderFactory } from "../shaderlib"; +import { ShaderFactory, InstanceLayout } from "../shaderlib/ShaderFactory"; import { ShaderMacro } from "./ShaderMacro"; import { ShaderMacroCollection } from "./ShaderMacroCollection"; import { ShaderPart } from "./ShaderPart"; +import { ShaderProgramMap } from "./ShaderProgramMap"; import { ShaderProgram } from "./ShaderProgram"; -import { ShaderProgramPool } from "./ShaderProgramPool"; import { ShaderProperty } from "./ShaderProperty"; import { ShaderLanguage } from "./enums/ShaderLanguage"; import { ShaderMacroProcessor } from "./ShaderMacroProcessor"; @@ -53,7 +54,7 @@ export class ShaderPass extends ShaderPart { /** @internal */ _renderStateDataMap: Record = {}; /** @internal */ - _shaderProgramPools: ShaderProgramPool[] = []; + _shaderProgramMaps: ShaderProgramMap[] = []; private _vertexSource?: string; private _fragmentSource?: string; @@ -145,15 +146,15 @@ export class ShaderPass extends ShaderPart { * @internal */ _getShaderProgram(engine: Engine, macroCollection: ShaderMacroCollection): ShaderProgram { - const shaderProgramPool = engine._getShaderProgramPool(this._shaderPassId, this._shaderProgramPools); - let shaderProgram = shaderProgramPool.get(macroCollection); + const shaderProgramMap = engine._getShaderProgramMap(this._shaderPassId, this._shaderProgramMaps); + let shaderProgram = shaderProgramMap.get(macroCollection); if (shaderProgram) { return shaderProgram; } - shaderProgram = this._getCanonicalShaderProgram(engine, macroCollection); + shaderProgram = this._compileShaderProgram(engine, macroCollection); - shaderProgramPool.cache(shaderProgram); + shaderProgramMap.cache(shaderProgram); return shaderProgram; } @@ -161,48 +162,58 @@ export class ShaderPass extends ShaderPart { * @internal */ _destroy(): void { - const shaderProgramPools = this._shaderProgramPools; - for (let i = 0, n = shaderProgramPools.length; i < n; i++) { - const shaderProgramPool = shaderProgramPools[i]; - shaderProgramPool._destroy(); - delete shaderProgramPool.engine._shaderProgramPools[this._shaderPassId]; + const shaderProgramMaps = this._shaderProgramMaps; + for (let i = 0, n = shaderProgramMaps.length; i < n; i++) { + const map = shaderProgramMaps[i]; + map.destroy(); + delete map.engine._shaderProgramMaps[this._shaderPassId]; } - // Clear array storing multiple engine shader program pools - shaderProgramPools.length = 0; + shaderProgramMaps.length = 0; } - private _getCanonicalShaderProgram(engine: Engine, macroCollection: ShaderMacroCollection): ShaderProgram { - const { vertexSource, fragmentSource } = + private _compileShaderProgram(engine: Engine, macroCollection: ShaderMacroCollection): ShaderProgram { + const isGPUInstance = macroCollection.isEnable(InstanceBatch.gpuInstanceMacro); + const { vertexSource, fragmentSource, instanceLayout } = this._platformTarget != undefined - ? this._compileShaderLabSource(engine, macroCollection) - : this._compilePlatformSource(engine, macroCollection); + ? this._compileShaderLabSource(engine, macroCollection, isGPUInstance) + : this._compilePlatformSource(engine, macroCollection, isGPUInstance); - return new ShaderProgram(engine, vertexSource, fragmentSource); + const program = new ShaderProgram(engine, vertexSource, fragmentSource); + program._instanceLayout = instanceLayout; + return program; } private _compilePlatformSource( engine: Engine, - macroCollection: ShaderMacroCollection - ): { vertexSource: string; fragmentSource: string } { - return ShaderFactory.compilePlatformSource(engine, macroCollection, this._vertexSource, this._fragmentSource); + macroCollection: ShaderMacroCollection, + isGPUInstance: boolean + ): { vertexSource: string; fragmentSource: string; instanceLayout: InstanceLayout | null } { + return ShaderFactory.compilePlatformSource( + engine, + macroCollection, + this._vertexSource, + this._fragmentSource, + isGPUInstance + ); } private _compileShaderLabSource( engine: Engine, - macroCollection: ShaderMacroCollection - ): { vertexSource: string; fragmentSource: string } { - const isWebGL2: boolean = engine._hardwareRenderer.isWebGL2; + macroCollection: ShaderMacroCollection, + isGPUInstance: boolean + ): { vertexSource: string; fragmentSource: string; instanceLayout: InstanceLayout | null } { + const rhi = engine._hardwareRenderer; + const isWebGL2 = rhi.isWebGL2; const shaderMacroList = ShaderPass._shaderMacroList; shaderMacroList.length = 0; ShaderMacro._getMacrosElements(macroCollection, shaderMacroList); shaderMacroList.push(ShaderMacro.getByName(isWebGL2 ? "GRAPHICS_API_WEBGL2" : "GRAPHICS_API_WEBGL1")); - if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) { + if (rhi.canIUse(GLCapabilityType.shaderTextureLod)) { shaderMacroList.push(ShaderMacro.getByName("HAS_TEX_LOD")); } - if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) { + if (rhi.canIUse(GLCapabilityType.standardDerivatives)) { shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES")); } - const macroMap = ShaderPass._macroMap; macroMap.clear(); for (let i = 0, n = shaderMacroList.length; i < n; i++) { @@ -212,6 +223,14 @@ export class ShaderPass extends ShaderPart { let vertexSource = ShaderMacroProcessor.evaluate(this._vertexShaderInstructions, macroMap); let fragmentSource = ShaderMacroProcessor.evaluate(this._fragmentShaderInstructions, macroMap); + let instanceLayout: InstanceLayout | null = null; + if (isGPUInstance) { + const injected = ShaderFactory.injectInstanceUBO(engine, vertexSource, fragmentSource); + vertexSource = injected.vertexSource; + fragmentSource = injected.fragmentSource; + instanceLayout = injected.instanceLayout; + } + if (isWebGL2 && this._platformTarget === ShaderLanguage.GLSLES100) { vertexSource = ShaderFactory.convertTo300(vertexSource); fragmentSource = ShaderFactory.convertTo300(fragmentSource, true); @@ -224,10 +243,11 @@ export class ShaderPass extends ShaderPart { ${vertexSource} `, fragmentSource: ` ${versionStr} - ${isWebGL2 ? "" : ShaderFactory._shaderExtension} + ${isWebGL2 ? "" : ShaderFactory.shaderExtension} ${precisionStr} ${fragmentSource} - ` + `, + instanceLayout }; } } diff --git a/packages/core/src/shader/ShaderProgram.ts b/packages/core/src/shader/ShaderProgram.ts index 22151e5f77..09b3f02263 100644 --- a/packages/core/src/shader/ShaderProgram.ts +++ b/packages/core/src/shader/ShaderProgram.ts @@ -7,7 +7,9 @@ import { ShaderData } from "./ShaderData"; import { ShaderProperty } from "./ShaderProperty"; import { ShaderUniform } from "./ShaderUniform"; import { ShaderUniformBlock } from "./ShaderUniformBlock"; +import { ShaderBlockProperty } from "./ShaderBlockProperty"; import { ShaderDataGroup } from "./enums/ShaderDataGroup"; +import { InstanceLayout } from "../shaderlib/ShaderFactory"; /** * Shader program, corresponding to the GPU shader program. @@ -52,7 +54,11 @@ export class ShaderProgram { /** @internal */ _uploadMaterialId: number = -1; + /** @internal */ + _instanceLayout: InstanceLayout | null = null; + attributeLocation: Record = Object.create(null); + uniformBlockIds: number[] = []; // @todo: move to RHI. private _isValid: boolean; @@ -169,6 +175,21 @@ export class ShaderProgram { } } + /** + * Bind uniform blocks to the specified binding points. + * @param bindingMap - Map of ShaderBlockProperty._uniqueId to binding point + */ + bindUniformBlocks(bindingMap: Record): void { + const gl = this._gl; + const ids = this.uniformBlockIds; + for (let i = 0, n = ids.length; i < n; i++) { + const bindingPoint = bindingMap[ids[i]]; + if (bindingPoint !== undefined) { + gl.uniformBlockBinding(this._glProgram, i, bindingPoint); + } + } + } + /** * Destroy this shader program. */ @@ -339,6 +360,9 @@ export class ShaderProgram { } const location = gl.getUniformLocation(program, name); + // UBO members have no individual location, skip them + if (location === null) return; + shaderUniform.name = name; shaderUniform.propertyId = ShaderProperty.getByName(name)._uniqueId; shaderUniform.location = location; @@ -412,9 +436,33 @@ export class ShaderProgram { shaderUniform.cacheValue = new Vector4(0, 0, 0); } break; + case gl.FLOAT_MAT2: + shaderUniform.applyFunc = shaderUniform.uploadMat2; + break; + case gl.FLOAT_MAT3: + shaderUniform.applyFunc = shaderUniform.uploadMat3; + break; case gl.FLOAT_MAT4: shaderUniform.applyFunc = isArray ? shaderUniform.uploadMat4v : shaderUniform.uploadMat4; break; + case (gl).FLOAT_MAT2x3: + shaderUniform.applyFunc = shaderUniform.uploadMat2x3; + break; + case (gl).FLOAT_MAT2x4: + shaderUniform.applyFunc = shaderUniform.uploadMat2x4; + break; + case (gl).FLOAT_MAT3x2: + shaderUniform.applyFunc = shaderUniform.uploadMat3x2; + break; + case (gl).FLOAT_MAT3x4: + shaderUniform.applyFunc = shaderUniform.uploadMat3x4; + break; + case (gl).FLOAT_MAT4x2: + shaderUniform.applyFunc = shaderUniform.uploadMat4x2; + break; + case (gl).FLOAT_MAT4x3: + shaderUniform.applyFunc = shaderUniform.uploadMat4x3; + break; case gl.SAMPLER_2D: case gl.SAMPLER_CUBE: case (gl).UNSIGNED_INT_SAMPLER_2D: @@ -476,6 +524,15 @@ export class ShaderProgram { attributeInfos.forEach(({ name }) => { this.attributeLocation[name] = gl.getAttribLocation(program, name); }); + + // Record uniform block indices (WebGL2 only) + if (this._engine._hardwareRenderer.isWebGL2) { + const gl2 = gl; + const blockCount = gl2.getProgramParameter(program, gl2.ACTIVE_UNIFORM_BLOCKS) ?? 0; + for (let i = 0; i < blockCount; i++) { + this.uniformBlockIds[i] = ShaderBlockProperty.getByName(gl2.getActiveUniformBlockName(program, i))._uniqueId; + } + } } private _getUniformInfos(): WebGLActiveInfo[] { diff --git a/packages/core/src/shader/ShaderProgramPool.ts b/packages/core/src/shader/ShaderProgramMap.ts similarity index 56% rename from packages/core/src/shader/ShaderProgramPool.ts rename to packages/core/src/shader/ShaderProgramMap.ts index 3b43a07afa..5673708863 100644 --- a/packages/core/src/shader/ShaderProgramPool.ts +++ b/packages/core/src/shader/ShaderProgramMap.ts @@ -2,23 +2,26 @@ import { Engine } from "../Engine"; import { ShaderMacroCollection } from "./ShaderMacroCollection"; import { ShaderProgram } from "./ShaderProgram"; +type Tree = { + [key: number]: Tree | ShaderProgram; +}; + /** - * Shader program pool. + * Map keyed by ShaderMacroCollection bitmask, caching ShaderProgram instances. * @internal */ -export class ShaderProgramPool { +export class ShaderProgramMap { + engine: Engine; + private _cacheHierarchyDepth: number = 1; - private _cacheMap: Tree = Object.create(null); + private _cacheMap: Tree = Object.create(null); private _lastQueryMap: Record; private _lastQueryKey: number; - constructor(public engine: Engine) {} + constructor(engine: Engine) { + this.engine = engine; + } - /** - * Get shader program by macro collection. - * @param macros - macro collection - * @returns shader program - */ get(macros: ShaderMacroCollection): ShaderProgram | null { let cacheMap = this._cacheMap; const maskLength = macros._length; @@ -33,41 +36,31 @@ export class ShaderProgramPool { const maxEndIndex = this._cacheHierarchyDepth - 1; for (let i = 0; i < maxEndIndex; i++) { const subMask = endIndex < i ? 0 : mask[i]; - let subCacheShaders = >cacheMap[subMask]; - subCacheShaders || (cacheMap[subMask] = subCacheShaders = Object.create(null)); - cacheMap = subCacheShaders; + let subCache = cacheMap[subMask]; + subCache || (cacheMap[subMask] = subCache = Object.create(null)); + cacheMap = subCache; } const cacheKey = endIndex < maxEndIndex ? 0 : mask[maxEndIndex]; - const shader = (>cacheMap)[cacheKey]; - if (!shader) { + const value = (>cacheMap)[cacheKey]; + if (!value) { this._lastQueryKey = cacheKey; this._lastQueryMap = >cacheMap; } - return shader; + return value; } - /** - * Cache the shader program. - * - * @remarks - * The method must return an empty value after calling get() to run normally. - * - * @param shaderProgram - shader program - */ - cache(shaderProgram: ShaderProgram): void { - this._lastQueryMap[this._lastQueryKey] = shaderProgram; + cache(value: ShaderProgram): void { + this._lastQueryMap[this._lastQueryKey] = value; } - /** - * @internal - */ - _destroy(): void { - this._recursiveDestroy(0, this._cacheMap); + destroy(): void { + this._recursiveForEach(0, this._cacheMap); this._cacheMap = Object.create(null); + this._cacheHierarchyDepth = 1; } - private _recursiveDestroy(hierarchy: number, cacheMap: Tree): void { + private _recursiveForEach(hierarchy: number, cacheMap: Tree): void { if (hierarchy === this._cacheHierarchyDepth - 1) { for (let k in cacheMap) { (cacheMap[k]).destroy(); @@ -76,35 +69,30 @@ export class ShaderProgramPool { } ++hierarchy; for (let k in cacheMap) { - this._recursiveDestroy(hierarchy, >cacheMap[k]); + this._recursiveForEach(hierarchy, cacheMap[k]); } } private _resizeCacheMapHierarchy( - cacheMap: Tree, + cacheMap: Tree, hierarchy: number, currentHierarchy: number, increaseHierarchy: number ): void { - // Only expand but not shrink if (hierarchy == currentHierarchy - 1) { for (let k in cacheMap) { - const shader = cacheMap[k]; + const value = cacheMap[k]; let subCacheMap = cacheMap; for (let i = 0; i < increaseHierarchy; i++) { subCacheMap[i == 0 ? k : 0] = subCacheMap = Object.create(null); } - subCacheMap[0] = shader; + subCacheMap[0] = value; } } else { hierarchy++; for (let k in cacheMap) { - this._resizeCacheMapHierarchy(>cacheMap[k], hierarchy, currentHierarchy, increaseHierarchy); + this._resizeCacheMapHierarchy(cacheMap[k], hierarchy, currentHierarchy, increaseHierarchy); } } } } - -type Tree = { - [key: number]: Tree | T; -}; diff --git a/packages/core/src/shader/ShaderUniform.ts b/packages/core/src/shader/ShaderUniform.ts index 07017a4abc..90d9233c1b 100644 --- a/packages/core/src/shader/ShaderUniform.ts +++ b/packages/core/src/shader/ShaderUniform.ts @@ -237,6 +237,14 @@ export class ShaderUniform { this._gl.uniform4iv(shaderUniform.location, value); } + uploadMat2(shaderUniform: ShaderUniform, value: Float32Array): void { + this._gl.uniformMatrix2fv(shaderUniform.location, false, value); + } + + uploadMat3(shaderUniform: ShaderUniform, value: Float32Array): void { + this._gl.uniformMatrix3fv(shaderUniform.location, false, value); + } + uploadMat4(shaderUniform: ShaderUniform, value: Matrix): void { this._gl.uniformMatrix4fv(shaderUniform.location, false, value.elements); } @@ -245,6 +253,30 @@ export class ShaderUniform { this._gl.uniformMatrix4fv(shaderUniform.location, false, value); } + uploadMat2x3(shaderUniform: ShaderUniform, value: Float32Array): void { + (this._gl).uniformMatrix2x3fv(shaderUniform.location, false, value); + } + + uploadMat2x4(shaderUniform: ShaderUniform, value: Float32Array): void { + (this._gl).uniformMatrix2x4fv(shaderUniform.location, false, value); + } + + uploadMat3x2(shaderUniform: ShaderUniform, value: Float32Array): void { + (this._gl).uniformMatrix3x2fv(shaderUniform.location, false, value); + } + + uploadMat3x4(shaderUniform: ShaderUniform, value: Float32Array): void { + (this._gl).uniformMatrix3x4fv(shaderUniform.location, false, value); + } + + uploadMat4x2(shaderUniform: ShaderUniform, value: Float32Array): void { + (this._gl).uniformMatrix4x2fv(shaderUniform.location, false, value); + } + + uploadMat4x3(shaderUniform: ShaderUniform, value: Float32Array): void { + (this._gl).uniformMatrix4x3fv(shaderUniform.location, false, value); + } + uploadTexture(shaderUniform: ShaderUniform, value: Texture): void { const rhi = this._rhi; rhi.activeTexture(shaderUniform.textureIndex as GLenum); diff --git a/packages/core/src/shader/enums/ConstantBufferBindingPoint.ts b/packages/core/src/shader/enums/ConstantBufferBindingPoint.ts new file mode 100644 index 0000000000..595d159924 --- /dev/null +++ b/packages/core/src/shader/enums/ConstantBufferBindingPoint.ts @@ -0,0 +1,7 @@ +/** + * @internal + * Constant buffer binding point allocation. + */ +export enum ConstantBufferBindingPoint { + RendererInstance = 0 +} diff --git a/packages/core/src/shaderlib/ShaderFactory.ts b/packages/core/src/shaderlib/ShaderFactory.ts index e314e4409d..90b2484a05 100644 --- a/packages/core/src/shaderlib/ShaderFactory.ts +++ b/packages/core/src/shaderlib/ShaderFactory.ts @@ -1,13 +1,21 @@ +import { Matrix, Vector2, Vector3, Vector4 } from "@galacean/engine-math"; import { GLCapabilityType } from "../base/Constant"; import { Logger } from "../base/Logger"; import { Engine } from "../Engine"; +import { Renderer } from "../Renderer"; +import { ShaderDataGroup } from "../shader/enums/ShaderDataGroup"; import { ShaderMacro } from "../shader/ShaderMacro"; import { ShaderMacroCollection } from "../shader/ShaderMacroCollection"; +import { ShaderProperty } from "../shader/ShaderProperty"; import { ShaderLib } from "./ShaderLib"; +/** + * @internal + */ export class ShaderFactory { - /** @internal */ - static readonly _shaderExtension = [ + static readonly RENDERER_INSTANCE_BLOCK_NAME = "RendererInstanceData"; + + static readonly shaderExtension = [ "GL_EXT_shader_texture_lod", "GL_OES_standard_derivatives", "GL_EXT_draw_buffers", @@ -16,35 +24,129 @@ export class ShaderFactory { .map((e) => `#extension ${e} : enable\n`) .join(""); - private static readonly _has300OutInFragReg = /\bout\s+(?:\w+\s+)?(?:vec4)\s+(?:\w+)\s*;/; // [layout(location = 0)] out [highp] vec4 [color]; + /** std140 layout info by GLSL type string */ + private static readonly _std140TypeInfoMap: Record = { + float: { size: 4, align: 4 }, + int: { size: 4, align: 4 }, + uint: { size: 4, align: 4 }, + vec2: { size: 8, align: 8 }, + ivec2: { size: 8, align: 8 }, + vec3: { size: 12, align: 16 }, + ivec3: { size: 12, align: 16 }, + vec4: { size: 16, align: 16 }, + ivec4: { size: 16, align: 16 }, + mat4: { size: 64, align: 16 }, + mat3x4: { size: 48, align: 16 } + }; + + private static readonly _has300OutInFragReg = /\bout\s+(?:\w+\s+)?vec4\s+\w+\s*;/; + + private static readonly _precisionStr = ` +#ifdef GL_FRAGMENT_PRECISION_HIGH + precision highp float; + precision highp int; +#else + precision mediump float; + precision mediump int; +#endif +`; + + private static readonly _derivedDefines = + "#define renderer_MVMat (camera_ViewMat * renderer_ModelMat)\n" + + "#define renderer_MVPMat (camera_VPMat * renderer_ModelMat)\n" + + "#define renderer_NormalMat mat4(transpose(inverse(mat3(renderer_ModelMat))))"; + + /** Built-in renderer uniforms. value=true means derived (remove but not added to UBO) */ + private static readonly _builtinRendererUniforms: Record = { + renderer_ModelMat: false, + renderer_Layer: false, + renderer_MVMat: true, + renderer_MVPMat: true, + renderer_NormalMat: true + }; + + private static readonly _uboUniformRegex = + /^[ \t]*uniform\s+(?:(?:lowp|mediump|highp)\s+)?(\w+)\s+(\w+)\s*(\[.+?\])?\s*;/gm; + + /** Pack functions for writing typed values into ArrayBuffer views */ + private static _packFuncMap: Record = (() => { + const packScalar = (v: Float32Array | Int32Array, o: number, val: number) => { + v[o] = val; + }; + const packVec2 = (v: Float32Array | Int32Array, o: number, val: Vector2) => { + v[o] = val.x; + v[o + 1] = val.y; + }; + const packVec3 = (v: Float32Array | Int32Array, o: number, val: Vector3) => { + v[o] = val.x; + v[o + 1] = val.y; + v[o + 2] = val.z; + }; + const packVec4 = (v: Float32Array | Int32Array, o: number, val: Vector4) => { + v[o] = val.x; + v[o + 1] = val.y; + v[o + 2] = val.z; + v[o + 3] = val.w; + }; + return { + float: packScalar, + int: packScalar, + uint: packScalar, + vec2: packVec2, + ivec2: packVec2, + vec3: packVec3, + ivec3: packVec3, + vec4: packVec4, + ivec4: packVec4, + mat4: (v: Float32Array | Int32Array, o: number, val: Matrix) => { + const e = val.elements; + for (let k = 0; k < 16; k++) v[o + k] = e[k]; + }, + // Affine mat4 stored as mat3x4: write 3 transposed rows (row3 is always 0,0,0,1) + mat3x4: (v: Float32Array | Int32Array, o: number, val: Matrix) => { + const e = val.elements; + // Row 0 + v[o] = e[0]; + v[o + 1] = e[4]; + v[o + 2] = e[8]; + v[o + 3] = e[12]; + // Row 1 + v[o + 4] = e[1]; + v[o + 5] = e[5]; + v[o + 6] = e[9]; + v[o + 7] = e[13]; + // Row 2 + v[o + 8] = e[2]; + v[o + 9] = e[6]; + v[o + 10] = e[10]; + v[o + 11] = e[14]; + } + }; + })(); static parseCustomMacros(macros: ShaderMacro[]) { return macros.map((m) => `#define ${m.value ? m.name + ` ` + m.value : m.name}\n`).join(""); } /** - * @internal * Compile vertex and fragment source with standard macros, includes, and version header. - * @param engine - Engine instance - * @param macroCollection - Current macro collection - * @param vertexSource - Raw vertex shader source (may contain #include) - * @param fragmentSource - Raw fragment shader source - * @returns Compiled { vertexSource, fragmentSource } ready for ShaderProgram */ static compilePlatformSource( engine: Engine, macroCollection: ShaderMacroCollection, vertexSource: string, - fragmentSource: string - ): { vertexSource: string; fragmentSource: string } { - const isWebGL2 = engine._hardwareRenderer.isWebGL2; + fragmentSource: string, + isGPUInstance: boolean + ): { vertexSource: string; fragmentSource: string; instanceLayout: InstanceLayout | null } { + const rhi = engine._hardwareRenderer; + const isWebGL2 = rhi.isWebGL2; const shaderMacroList = new Array(); ShaderMacro._getMacrosElements(macroCollection, shaderMacroList); shaderMacroList.push(ShaderMacro.getByName(isWebGL2 ? "GRAPHICS_API_WEBGL2" : "GRAPHICS_API_WEBGL1")); - if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) { + if (rhi.canIUse(GLCapabilityType.shaderTextureLod)) { shaderMacroList.push(ShaderMacro.getByName("HAS_TEX_LOD")); } - if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) { + if (rhi.canIUse(GLCapabilityType.standardDerivatives)) { shaderMacroList.push(ShaderMacro.getByName("HAS_DERIVATIVES")); } @@ -55,28 +157,74 @@ export class ShaderFactory { noIncludeVertex = macroStr + noIncludeVertex; noIncludeFrag = macroStr + noIncludeFrag; + let instanceLayout: InstanceLayout | null = null; + if (isGPUInstance) { + const injected = ShaderFactory.injectInstanceUBO(engine, noIncludeVertex, noIncludeFrag); + noIncludeVertex = injected.vertexSource; + noIncludeFrag = injected.fragmentSource; + instanceLayout = injected.instanceLayout; + } + if (isWebGL2) { noIncludeVertex = ShaderFactory.convertTo300(noIncludeVertex); noIncludeFrag = ShaderFactory.convertTo300(noIncludeFrag, true); } const versionStr = isWebGL2 ? "#version 300 es" : "#version 100"; - const precisionStr = ` -#ifdef GL_FRAGMENT_PRECISION_HIGH - precision highp float; - precision highp int; -#else - precision mediump float; - precision mediump int; -#endif -`; return { vertexSource: `${versionStr}\nprecision highp float;\n${noIncludeVertex}`, - fragmentSource: `${versionStr}\n${isWebGL2 ? "" : ShaderFactory._shaderExtension}${precisionStr}${noIncludeFrag}` + fragmentSource: `${versionStr}\n${isWebGL2 ? "" : ShaderFactory.shaderExtension}${ShaderFactory._precisionStr}${noIncludeFrag}`, + instanceLayout }; } + /** + * Scan VS/FS for renderer-group `uniform` declarations, replace them with a shared + * std140 UBO (instanced array), and emit `#define` remapping so original uniform + * names resolve to `rendererData[instanceID].field`. + */ + static injectInstanceUBO( + engine: Engine, + vertexSource: string, + fragmentSource: string + ): { vertexSource: string; fragmentSource: string; instanceLayout: InstanceLayout | null } { + // 1. Scan & strip renderer uniforms from both stages, collect into fieldMap + const fieldMap: Record = Object.create(null); + vertexSource = ShaderFactory._scanInstanceUniforms(vertexSource, fieldMap); + fragmentSource = ShaderFactory._scanInstanceUniforms(fragmentSource, fieldMap); + + // Fast empty check without allocating an array + let hasField = false; + for (const _ in fieldMap) { + hasField = true; + break; + } + if (!hasField) return { vertexSource, fragmentSource, instanceLayout: null }; + + // 2. Compute std140 layout (field offsets, struct size, max instance count) + const instanceLayout = ShaderFactory._buildLayout(engine, fieldMap); + + // 3. Generate GLSL UBO block and inject into both stages + const { instanceFields } = instanceLayout; + const uboDecl = ShaderFactory._buildUBODeclaration(instanceLayout); + const fieldDefinesVS = ShaderFactory._buildFieldDefines(instanceFields, "gl_InstanceID"); + const fieldDefinesFS = ShaderFactory._buildFieldDefines(instanceFields, "v_instanceID"); + const derivedDefines = ShaderFactory._derivedDefines; + + const vsBlock = `${uboDecl}flat out int v_instanceID;\n${fieldDefinesVS}\n${derivedDefines}\n`; + const fsBlock = `${uboDecl}flat in int v_instanceID;\n${fieldDefinesFS}\n${derivedDefines}\n`; + + vertexSource = vsBlock + vertexSource; + vertexSource = vertexSource.replace( + /void\s+main\s*\(\s*\)\s*\{/, + "void main() {\n v_instanceID = gl_InstanceID;" + ); + fragmentSource = fsBlock + fragmentSource; + + return { vertexSource, fragmentSource, instanceLayout }; + } + static registerInclude(includeName: string, includeSource: string) { if (ShaderLib[includeName]) { throw `The "${includeName}" shader include already exist`; @@ -93,25 +241,21 @@ export class ShaderFactory { * since `ShaderLab` use the same parsing function but different syntax for `#include` --- `/^[ \t]*#include +"([\w\d.]+)"/gm` */ static parseIncludes(src: string, regex = /^[ \t]*#include +<([\w\d.]+)>/gm) { - function replace(match, slice) { - var replace = ShaderLib[slice]; - - if (replace === undefined) { + return src.replace(regex, (match, slice) => { + const replacement = ShaderLib[slice]; + if (replacement === undefined) { Logger.error(`Shader slice "${match.trim()}" not founded.`); return ""; } - - return ShaderFactory.parseIncludes(replace, regex); - } - - return src.replace(regex, replace); + return ShaderFactory.parseIncludes(replacement, regex); + }); } /** * Convert lower GLSL version to GLSL 300 es. * @param shader - code * @param isFrag - Whether it is a fragment shader. - * */ + */ static convertTo300(shader: string, isFrag?: boolean) { shader = shader.replace(/\bvarying\b/g, isFrag ? "in" : "out"); shader = shader.replace(/\btexture(2D|Cube)\b/g, "texture"); @@ -124,7 +268,7 @@ export class ShaderFactory { if (isFrag) { shader = shader.replace(/\bgl_FragDepthEXT\b/g, "gl_FragDepth"); - if (!ShaderFactory._has300Output(shader)) { + if (!ShaderFactory._has300OutInFragReg.test(shader)) { const isMRT = /\bgl_FragData\[.+?\]/g.test(shader); if (isMRT) { shader = shader.replace(/\bgl_FragColor\b/g, "gl_FragData[0]"); @@ -142,8 +286,114 @@ export class ShaderFactory { return shader; } - private static _has300Output(fragmentShader: string): boolean { - return ShaderFactory._has300OutInFragReg.test(fragmentShader); + /** + * Scan source for renderer-group uniforms, collect into fieldMap, and remove matched declarations + */ + private static _scanInstanceUniforms(source: string, fieldMap: Record): string { + const builtinUniforms = ShaderFactory._builtinRendererUniforms; + return source.replace(ShaderFactory._uboUniformRegex, (match, type, name, arraySize) => { + if (type.includes("sampler")) return match; + const isDerived = builtinUniforms[name]; + if (isDerived === undefined && ShaderProperty._getShaderPropertyGroup(name) !== ShaderDataGroup.Renderer) + return match; + if (isDerived) return ""; + // Array uniforms not supported in instancing UBO, remove to fail shader compilation + if (arraySize) { + Logger.error(`GPU Instancing does not support array uniform "${name}${arraySize}"`); + return ""; + } + // ModelMat is affine, store as mat3x4 (3 columns) to save 16 bytes per instance + fieldMap[ShaderProperty.getByName(name)._uniqueId] = + type === "mat4" && name === "renderer_ModelMat" ? "mat3x4" : type; + return ""; + }); + } + + private static _buildLayout(engine: Engine, fieldMap: Record): InstanceLayout { + const maxUBOSize = engine._hardwareRenderer.getMaxUniformBlockSize(); + const std140Map = ShaderFactory._std140TypeInfoMap; + const instanceFields: InstanceFieldInfo[] = []; + let currentOffset = 0; + + const packFuncMap = ShaderFactory._packFuncMap; + const addField = (id: number): void => { + const type = fieldMap[id]; + const info = std140Map[type]; + if (!info) return; + currentOffset = Math.ceil(currentOffset / info.align) * info.align; + instanceFields.push({ + property: ShaderProperty._propertyIdMap[id], + type, + offset: currentOffset, + offsetInElements: currentOffset / 4, + useIntView: type[0] === "i" || type[0] === "u", + pack: packFuncMap[type] + }); + currentOffset += info.size; + }; + + // Priority fields first + const modelMatId = Renderer._worldMatrixProperty._uniqueId; + const layerId = Renderer._rendererLayerProperty._uniqueId; + if (modelMatId in fieldMap) { + addField(modelMatId); + delete fieldMap[modelMatId]; + } + if (layerId in fieldMap) { + addField(layerId); + delete fieldMap[layerId]; + } + + // Remaining fields sorted by id + const keys: number[] = []; + for (const k in fieldMap) keys.push(+k); + keys.sort((a, b) => a - b); + for (let i = 0; i < keys.length; i++) addField(keys[i]); + + const structSize = Math.ceil(currentOffset / 16) * 16; + const instanceMaxCount = Math.floor(maxUBOSize / structSize); + + return { instanceFields, instanceMaxCount, structSize }; + } + + /** Generate the GLSL UBO struct declaration + layout uniform block */ + private static _buildUBODeclaration(layout: InstanceLayout): string { + const { instanceFields, instanceMaxCount } = layout; + const structLines: string[] = []; + for (let i = 0; i < instanceFields.length; i++) { + const { type, property } = instanceFields[i]; + structLines.push(` ${type} ${property.name};`); + } + return ( + `#define INSTANCE_MAX_COUNT ${instanceMaxCount}\n` + + `struct RendererInstanceStruct {\n${structLines.join("\n")}\n};\n` + + `layout(std140) uniform ${ShaderFactory.RENDERER_INSTANCE_BLOCK_NAME} {\n` + + ` RendererInstanceStruct rendererData[INSTANCE_MAX_COUNT];\n};\n` + ); + } + + /** Build per-field #define lines remapping uniform names to UBO array access */ + private static _buildFieldDefines(fields: InstanceFieldInfo[], idExpr: string): string { + const accessor = `rendererData[${idExpr}]`; + const lines: string[] = []; + for (let i = 0; i < fields.length; i++) { + const { type, property } = fields[i]; + const n = property.name; + if (type === "mat3x4") { + // mat3x4 stores 3 transposed rows; reconstruct column-major mat4 with row3=(0,0,0,1) + const m = `${accessor}.${n}`; + lines.push( + `#define ${n} mat4(` + + `vec4(${m}[0].x,${m}[1].x,${m}[2].x,0.0),` + + `vec4(${m}[0].y,${m}[1].y,${m}[2].y,0.0),` + + `vec4(${m}[0].z,${m}[1].z,${m}[2].z,0.0),` + + `vec4(${m}[0].w,${m}[1].w,${m}[2].w,1.0))` + ); + } else { + lines.push(`#define ${n} ${accessor}.${n}`); + } + } + return lines.join("\n"); } private static _replaceMRTShader(shader: string, result: string[]): string { @@ -166,3 +416,27 @@ export class ShaderFactory { return shader; } } + +/** + * @internal + */ +type InstancePackFunc = (view: Float32Array | Int32Array, offset: number, value: any) => void; + +export interface InstanceFieldInfo { + property: ShaderProperty; + type: string; + offset: number; + /** offset / 4, precomputed to avoid repeated division in upload loop */ + offsetInElements: number; + useIntView: boolean; + pack: InstancePackFunc; +} + +/** + * @internal + */ +export interface InstanceLayout { + instanceFields: InstanceFieldInfo[]; + instanceMaxCount: number; + structSize: number; +} diff --git a/packages/core/src/shaderlib/extra/depthOnly.vs.glsl b/packages/core/src/shaderlib/extra/depthOnly.vs.glsl index 06ea2dc057..ecaea3e6ce 100644 --- a/packages/core/src/shaderlib/extra/depthOnly.vs.glsl +++ b/packages/core/src/shaderlib/extra/depthOnly.vs.glsl @@ -2,8 +2,6 @@ #include #include #include -uniform mat4 camera_VPMat; - void main() { diff --git a/packages/core/src/shaderlib/extra/shadow-map.vs.glsl b/packages/core/src/shaderlib/extra/shadow-map.vs.glsl index fae6a4b849..2da9dc1092 100644 --- a/packages/core/src/shaderlib/extra/shadow-map.vs.glsl +++ b/packages/core/src/shaderlib/extra/shadow-map.vs.glsl @@ -3,7 +3,6 @@ #include #include #include -uniform mat4 camera_VPMat; uniform vec2 scene_ShadowBias; // x: depth bias, y: normal bias uniform vec3 scene_LightDirection; @@ -26,7 +25,7 @@ void main() { #include #include #include - + vec4 positionWS = renderer_ModelMat * position; positionWS.xyz = applyShadowBias(positionWS.xyz); diff --git a/packages/core/src/shaderlib/extra/skybox.vs.glsl b/packages/core/src/shaderlib/extra/skybox.vs.glsl index 16eeb428e0..415145308a 100644 --- a/packages/core/src/shaderlib/extra/skybox.vs.glsl +++ b/packages/core/src/shaderlib/extra/skybox.vs.glsl @@ -1,7 +1,5 @@ #include -uniform mat4 camera_VPMat; - varying vec3 v_cubeUV; uniform float material_Rotation; diff --git a/packages/core/src/shaderlib/normal_vert.glsl b/packages/core/src/shaderlib/normal_vert.glsl index 096a4595d1..906be70ef7 100644 --- a/packages/core/src/shaderlib/normal_vert.glsl +++ b/packages/core/src/shaderlib/normal_vert.glsl @@ -1,9 +1,10 @@ #ifndef MATERIAL_OMIT_NORMAL #ifdef RENDERER_HAS_NORMAL - v_normal = normalize( mat3(renderer_NormalMat) * normal ); + mat3 normalMat = mat3(renderer_NormalMat); + v_normal = normalize( normalMat * normal ); #if defined(RENDERER_HAS_TANGENT) && ( defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) || defined(MATERIAL_ENABLE_ANISOTROPY) ) - vec3 tangentW = normalize( mat3(renderer_NormalMat) * tangent.xyz ); + vec3 tangentW = normalize( normalMat * tangent.xyz ); vec3 bitangentW = cross( v_normal, tangentW ) * tangent.w; v_TBN = mat3( tangentW, bitangentW, v_normal ); diff --git a/packages/core/src/shaderlib/transform_declare.glsl b/packages/core/src/shaderlib/transform_declare.glsl index 00e1d5edba..86048dcbde 100644 --- a/packages/core/src/shaderlib/transform_declare.glsl +++ b/packages/core/src/shaderlib/transform_declare.glsl @@ -1,7 +1,8 @@ -uniform mat4 renderer_LocalMat; -uniform mat4 renderer_ModelMat; uniform mat4 camera_ViewMat; uniform mat4 camera_ProjMat; +uniform mat4 camera_VPMat; + +uniform mat4 renderer_ModelMat; uniform mat4 renderer_MVMat; uniform mat4 renderer_MVPMat; uniform mat4 renderer_NormalMat; \ No newline at end of file diff --git a/packages/rhi-webgl/src/GLBuffer.ts b/packages/rhi-webgl/src/GLBuffer.ts index 87f635dba9..aea7b38842 100644 --- a/packages/rhi-webgl/src/GLBuffer.ts +++ b/packages/rhi-webgl/src/GLBuffer.ts @@ -21,7 +21,18 @@ export class GLBuffer implements IPlatformBuffer { const gl = rhi.gl; const glBuffer = gl.createBuffer(); const glBufferUsage = this._getGLBufferUsage(gl, bufferUsage); - const glBindTarget = type === BufferBindFlag.VertexBuffer ? gl.ARRAY_BUFFER : gl.ELEMENT_ARRAY_BUFFER; + let glBindTarget: number; + switch (type) { + case BufferBindFlag.VertexBuffer: + glBindTarget = gl.ARRAY_BUFFER; + break; + case BufferBindFlag.IndexBuffer: + glBindTarget = gl.ELEMENT_ARRAY_BUFFER; + break; + case BufferBindFlag.ConstantBuffer: + glBindTarget = (gl).UNIFORM_BUFFER; + break; + } this._gl = gl; this._glBuffer = glBuffer; this._glBufferUsage = glBufferUsage; diff --git a/packages/rhi-webgl/src/WebGLGraphicDevice.ts b/packages/rhi-webgl/src/WebGLGraphicDevice.ts index c937742f36..ec3e7ce1a6 100644 --- a/packages/rhi-webgl/src/WebGLGraphicDevice.ts +++ b/packages/rhi-webgl/src/WebGLGraphicDevice.ts @@ -280,6 +280,25 @@ export class WebGLGraphicDevice implements IHardwareRenderer { return new GLTransformFeedbackPrimitive(this._gl); } + bindUniformBufferBase(bindingPoint: number, buffer: IPlatformBuffer): void { + const gl = this._gl; + gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPoint, (buffer)._glBuffer); + } + + bindUniformBlock(program: WebGLProgram, blockName: string, bindingPoint: number): number { + const gl = this._gl; + const blockIndex = gl.getUniformBlockIndex(program, blockName); + if (blockIndex !== gl.INVALID_INDEX) { + gl.uniformBlockBinding(program, blockIndex, bindingPoint); + } + return blockIndex; + } + + getMaxUniformBlockSize(): number { + const gl = this._gl; + return gl.getParameter(gl.MAX_UNIFORM_BLOCK_SIZE); + } + /** * Enable GL_RASTERIZER_DISCARD (WebGL2 only). */ diff --git a/packages/shader/src/shaders/Transform.glsl b/packages/shader/src/shaders/Transform.glsl index b5d1a52a68..4002ad931f 100644 --- a/packages/shader/src/shaders/Transform.glsl +++ b/packages/shader/src/shaders/Transform.glsl @@ -1,16 +1,16 @@ #ifndef TRANSFORM_INCLUDED #define TRANSFORM_INCLUDED -mat4 renderer_LocalMat; -mat4 renderer_ModelMat; mat4 camera_ViewMat; mat4 camera_ProjMat; -mat4 renderer_MVMat; -mat4 renderer_MVPMat; -mat4 renderer_NormalMat; vec3 camera_Position; -vec3 camera_Forward; +vec3 camera_Forward; vec4 camera_ProjectionParams; +mat4 renderer_ModelMat; +mat4 renderer_MVMat; +mat4 renderer_MVPMat; +mat4 renderer_NormalMat; + #endif \ No newline at end of file diff --git a/packages/shader/src/shaders/shadingPBR/VertexPBR.glsl b/packages/shader/src/shaders/shadingPBR/VertexPBR.glsl index 134f2405f2..c9e964d6ec 100644 --- a/packages/shader/src/shaders/shadingPBR/VertexPBR.glsl +++ b/packages/shader/src/shaders/shadingPBR/VertexPBR.glsl @@ -69,10 +69,11 @@ VertexInputs getVertexInputs(Attributes attributes){ // TBN world space #ifdef RENDERER_HAS_NORMAL - inputs.normalWS = normalize( mat3(renderer_NormalMat) * normal ); + mat3 normalMat = mat3(renderer_NormalMat); + inputs.normalWS = normalize( normalMat * normal ); #ifdef RENDERER_HAS_TANGENT - vec3 tangentWS = normalize( mat3(renderer_NormalMat) * tangent.xyz ); + vec3 tangentWS = normalize( normalMat * tangent.xyz ); vec3 bitangentWS = cross( inputs.normalWS, tangentWS ) * tangent.w; inputs.tangentWS = tangentWS; @@ -85,7 +86,7 @@ VertexInputs getVertexInputs(Attributes attributes){ vec4 positionWS = renderer_ModelMat * position; inputs.positionWS = positionWS.xyz / positionWS.w; - #if SCENE_FOG_MODE != 0 + #if SCENE_FOG_MODE != 0 vec4 positionVS = renderer_MVMat * position; inputs.positionVS = positionVS.xyz / positionVS.w; #endif diff --git a/packages/ui/src/component/UIRenderer.ts b/packages/ui/src/component/UIRenderer.ts index 59a2fc434c..139932446f 100644 --- a/packages/ui/src/component/UIRenderer.ts +++ b/packages/ui/src/component/UIRenderer.ts @@ -113,13 +113,13 @@ export class UIRenderer extends Renderer implements IGraphics { } // @ts-ignore - override _canBatch(elementA, elementB): boolean { - return BatchUtils.canBatchSprite(elementA, elementB); + override _canBatch(preSubElement, subElement): boolean { + return BatchUtils.canBatchSprite(preSubElement, subElement); } // @ts-ignore - override _batch(elementA, elementB?): void { - BatchUtils.batchFor2D(elementA, elementB); + override _batch(preSubElement, subElement): void { + BatchUtils.batchFor2D(preSubElement, subElement); } // @ts-ignore diff --git a/packages/ui/src/component/advanced/Image.ts b/packages/ui/src/component/advanced/Image.ts index b8ca6ffe55..d6806d726a 100644 --- a/packages/ui/src/component/advanced/Image.ts +++ b/packages/ui/src/component/advanced/Image.ts @@ -242,7 +242,7 @@ export class Image extends UIRenderer implements ISpriteRenderer { const subChunk = this._subChunk; subRenderElement.set(this, material, subChunk.chunk.primitive, subChunk.subMesh, this.sprite.texture, subChunk); if (canvas._realRenderMode === CanvasRenderMode.ScreenSpaceOverlay) { - subRenderElement.shaderPasses = material.shader.subShaders[0].passes; + subRenderElement.subShader = material.shader.subShaders[0]; subRenderElement.renderQueueFlags = RenderQueueFlags.All; } canvas._renderElement.addSubRenderElement(subRenderElement); diff --git a/packages/ui/src/component/advanced/Text.ts b/packages/ui/src/component/advanced/Text.ts index 0eb5edeb93..7f156b37bc 100644 --- a/packages/ui/src/component/advanced/Text.ts +++ b/packages/ui/src/component/advanced/Text.ts @@ -363,7 +363,7 @@ export class Text extends UIRenderer implements ITextRenderer { subRenderElement.shaderData ||= new ShaderData(ShaderDataGroup.RenderElement); subRenderElement.shaderData.setTexture(Text._textTextureProperty, texture); if (isOverlay) { - subRenderElement.shaderPasses = material.shader.subShaders[0].passes; + subRenderElement.subShader = material.shader.subShaders[0]; subRenderElement.renderQueueFlags = RenderQueueFlags.All; } renderElement.addSubRenderElement(subRenderElement); diff --git a/pnpm-lock.yaml b/pnpm-lock.yaml index ed565e145b..f6dbf1d371 100644 --- a/pnpm-lock.yaml +++ b/pnpm-lock.yaml @@ -45,11 +45,11 @@ importers: specifier: latest version: 0.5.22 '@typescript-eslint/eslint-plugin': - 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onetime@6.0.0: dependencies: mimic-fn: 4.0.0 + onetime@7.0.0: + dependencies: + mimic-function: 5.0.1 + opener@1.5.2: {} optionator@0.9.4: @@ -7037,10 +7026,6 @@ snapshots: dependencies: aggregate-error: 3.1.0 - p-map@4.0.0: - dependencies: - aggregate-error: 3.1.0 - p-try@2.2.0: {} package-hash@4.0.0: @@ -7100,6 +7085,8 @@ snapshots: picomatch@4.0.2: {} + picomatch@4.0.4: {} + pify@3.0.0: optional: true @@ -7121,10 +7108,6 @@ snapshots: optionalDependencies: fsevents: 2.3.2 - please-upgrade-node@3.2.0: - dependencies: - semver-compare: 1.0.0 - postcss@8.4.49: dependencies: nanoid: 3.3.7 @@ -7261,10 +7244,10 @@ snapshots: dependencies: lowercase-keys: 1.0.1 - restore-cursor@3.1.0: + restore-cursor@5.1.0: dependencies: - onetime: 5.1.2 - signal-exit: 3.0.7 + onetime: 7.0.0 + signal-exit: 4.1.0 reusify@1.0.4: {} @@ -7355,10 +7338,6 @@ snapshots: dependencies: queue-microtask: 1.2.3 - rxjs@7.8.1: - dependencies: - tslib: 2.8.1 - safe-buffer@5.1.2: {} safe-buffer@5.2.1: {} @@ -7371,7 +7350,8 @@ snapshots: optionalDependencies: '@parcel/watcher': 2.5.0 - semver-compare@1.0.0: {} + semver-compare@1.0.0: + optional: true semver@5.7.2: {} @@ -7381,6 +7361,8 @@ snapshots: semver@7.6.3: {} + semver@7.7.4: {} + serialize-error@7.0.1: dependencies: type-fest: 0.13.1 @@ -7416,19 +7398,15 @@ snapshots: skip-regex@1.0.2: {} - slash@3.0.0: {} - - slice-ansi@3.0.0: + slice-ansi@7.1.2: dependencies: - ansi-styles: 4.3.0 - astral-regex: 2.0.0 - is-fullwidth-code-point: 3.0.0 + ansi-styles: 6.2.1 + is-fullwidth-code-point: 5.1.0 - slice-ansi@4.0.0: + slice-ansi@8.0.0: dependencies: - ansi-styles: 4.3.0 - astral-regex: 2.0.0 - is-fullwidth-code-point: 3.0.0 + ansi-styles: 6.2.3 + is-fullwidth-code-point: 5.1.0 source-map-js@1.2.1: {} @@ -7482,8 +7460,6 @@ snapshots: strict-event-emitter@0.5.1: {} - string-argv@0.3.1: {} - string-argv@0.3.2: {} string-width@4.2.3: @@ -7498,6 +7474,17 @@ snapshots: emoji-regex: 9.2.2 strip-ansi: 7.1.0 + string-width@7.2.0: + dependencies: + emoji-regex: 10.6.0 + get-east-asian-width: 1.5.0 + strip-ansi: 7.1.0 + + string-width@8.2.0: + dependencies: + get-east-asian-width: 1.5.0 + strip-ansi: 7.2.0 + string_decoder@1.1.1: dependencies: safe-buffer: 5.1.2 @@ -7506,12 +7493,6 @@ snapshots: dependencies: safe-buffer: 5.2.1 - stringify-object@3.3.0: - dependencies: - get-own-enumerable-property-symbols: 3.0.2 - is-obj: 1.0.1 - is-regexp: 1.0.0 - strip-ansi@6.0.1: dependencies: ansi-regex: 5.0.1 @@ -7520,9 +7501,11 @@ snapshots: dependencies: ansi-regex: 6.1.0 - strip-bom@4.0.0: {} + strip-ansi@7.2.0: + dependencies: + ansi-regex: 6.2.2 - strip-final-newline@2.0.0: {} + strip-bom@4.0.0: {} strip-final-newline@3.0.0: {} @@ -7592,11 +7575,18 @@ snapshots: tinyexec@0.3.1: {} + tinyexec@1.1.1: {} + tinyglobby@0.2.10: dependencies: fdir: 6.4.2(picomatch@4.0.2) picomatch: 4.0.2 + tinyglobby@0.2.16: + dependencies: + fdir: 6.5.0(picomatch@4.0.4) + picomatch: 4.0.4 + tinypool@1.0.2: {} tinyrainbow@1.2.0: {} @@ -7620,7 +7610,7 @@ snapshots: trim-newlines@3.0.1: {} - ts-api-utils@1.4.0(typescript@5.6.3): + ts-api-utils@2.5.0(typescript@5.6.3): dependencies: typescript: 5.6.3 @@ -7738,7 +7728,7 @@ snapshots: vite-node@2.1.5(@types/node@18.19.64)(sass@1.81.0)(terser@5.44.1): dependencies: cac: 6.7.14 - debug: 4.3.7 + debug: 4.4.3 es-module-lexer: 1.5.4 pathe: 1.1.2 vite: 5.4.11(@types/node@18.19.64)(sass@1.81.0)(terser@5.44.1) @@ -7831,7 +7821,7 @@ snapshots: '@vitest/spy': 2.1.5 '@vitest/utils': 2.1.5 chai: 5.1.2 - debug: 4.3.7 + debug: 4.4.3 expect-type: 1.1.0 magic-string: 0.30.12 pathe: 1.1.2 @@ -7892,6 +7882,12 @@ snapshots: string-width: 5.1.2 strip-ansi: 7.1.0 + wrap-ansi@9.0.2: + dependencies: + ansi-styles: 6.2.1 + string-width: 7.2.0 + strip-ansi: 7.1.0 + wrappy@1.0.2: {} write-file-atomic@3.0.3: @@ -7913,6 +7909,8 @@ snapshots: yaml@1.10.2: {} + yaml@2.8.3: {} + yargs-parser@18.1.3: dependencies: camelcase: 5.3.1 diff --git a/tests/src/shader-lab/PrecompileABTest.test.ts b/tests/src/shader-lab/PrecompileABTest.test.ts index 95a8e152cd..7d50a8ab39 100644 --- a/tests/src/shader-lab/PrecompileABTest.test.ts +++ b/tests/src/shader-lab/PrecompileABTest.test.ts @@ -204,7 +204,7 @@ describe("Precompile A/B Test: Live vs Precompiled", async () => { ); // @ts-ignore - const program = shaderPass._getCanonicalShaderProgram(engine, macroCollection); + const program = shaderPass._compileShaderProgram(engine, macroCollection); expect(program.isValid, `Pass "${pass.name}" should compile to valid WebGL`).toBe(true); } } @@ -322,7 +322,7 @@ describe("Precompile A/B Test: Live vs Precompiled", async () => { ); // @ts-ignore - const program = shaderPass._getCanonicalShaderProgram(engine, macroCollection); + const program = shaderPass._compileShaderProgram(engine, macroCollection); expect(program.isValid, `.gsp round-trip pass "${pass.name}" should compile`).toBe(true); } } @@ -539,7 +539,7 @@ describe("Precompile A/B Test: Live vs Precompiled", async () => { pass.tags ); // @ts-ignore - const program = shaderPass._getCanonicalShaderProgram(engine, macroCollection); + const program = shaderPass._compileShaderProgram(engine, macroCollection); expect(program.isValid).toBe(true); } } @@ -569,7 +569,7 @@ describe("Precompile A/B Test: Live vs Precompiled", async () => { pass.tags ); // @ts-ignore - const program = shaderPass._getCanonicalShaderProgram(engine, macroCollection); + const program = shaderPass._compileShaderProgram(engine, macroCollection); expect(program.isValid).toBe(true); } } diff --git a/tests/src/shader-lab/PrecompileBenchmark.test.ts b/tests/src/shader-lab/PrecompileBenchmark.test.ts index c3f0cb7422..6d2fed972b 100644 --- a/tests/src/shader-lab/PrecompileBenchmark.test.ts +++ b/tests/src/shader-lab/PrecompileBenchmark.test.ts @@ -357,7 +357,7 @@ describe("Precompile Benchmark", async () => { // 6. Variant switch breakdown: CPU / GPU / Total // // CPU measured via _compileShaderLabSource / compilePlatformSource - // Total measured via _getCanonicalShaderProgram (CPU + GPU) + // Total measured via _compileShaderProgram (CPU + GPU) // GPU = Total - CPU // // GSP CPU: buildMacroList + evaluateShaderInstructions + convertTo300 + assemble @@ -416,16 +416,14 @@ describe("Precompile Benchmark", async () => { // Split-timing bench: measure CPU and GPU within the same iteration function benchSplit( - shaderPass: ShaderPass, + compileFn: (macros: ShaderMacroCollection) => { vertexSource: string; fragmentSource: string }, macroCollection: ShaderMacroCollection, - compileMethod: string, runs: number, warmup: number ): { cpu: number; gpu: number; total: number; vsLen: number; fsLen: number } { // Warmup for (let i = 0; i < warmup; i++) { - // @ts-ignore - shaderPass._getCanonicalShaderProgram(engine, macroCollection); + compileFn(macroCollection); } const cpuTimes: number[] = []; @@ -436,8 +434,7 @@ describe("Precompile Benchmark", async () => { for (let i = 0; i < runs; i++) { // CPU: compile source const t0 = performance.now(); - // @ts-ignore - const { vertexSource, fragmentSource } = shaderPass[compileMethod](engine, macroCollection); + const { vertexSource, fragmentSource } = compileFn(macroCollection); const t1 = performance.now(); vsLen = vertexSource.length; fsLen = fragmentSource.length; @@ -458,9 +455,16 @@ describe("Precompile Benchmark", async () => { return { cpu: cpuAvg, gpu: gpuAvg, total: cpuAvg + gpuAvg, vsLen, fsLen }; } + // @ts-ignore + const gspCompile = (macros: ShaderMacroCollection) => + gspShaderPass._compileShaderLabSource(engine, macros, false); + // @ts-ignore + const glslCompile = (macros: ShaderMacroCollection) => + glslShaderPass._compilePlatformSource(engine, macros, false); + for (const { label, macros } of scenarios) { - const gsp = benchSplit(gspShaderPass, macros, "_compileShaderLabSource", 10, 3); - const glsl = benchSplit(glslShaderPass, macros, "_compilePlatformSource", 10, 3); + const gsp = benchSplit(gspCompile, macros, 10, 3); + const glsl = benchSplit(glslCompile, macros, 10, 3); console.log( `| ${label.padEnd(8)} | ${gsp.cpu.toFixed(3).padStart(11)} | ${glsl.cpu.toFixed(3).padStart(12)} | ${gsp.gpu.toFixed(2).padStart(11)} | ${glsl.gpu.toFixed(2).padStart(12)} | ${gsp.total.toFixed(2).padStart(13)} | ${glsl.total.toFixed(2).padStart(14)} | ${(gsp.vsLen + gsp.fsLen).toString().padStart(9)} | ${(glsl.vsLen + glsl.fsLen).toString().padStart(10)} |` diff --git a/tests/src/shader-lab/ShaderValidate.ts b/tests/src/shader-lab/ShaderValidate.ts index 0aeff8d118..fee308568a 100644 --- a/tests/src/shader-lab/ShaderValidate.ts +++ b/tests/src/shader-lab/ShaderValidate.ts @@ -64,7 +64,7 @@ export function glslValidate( }); // @ts-ignore - const shaderProgram = shaderPass._getCanonicalShaderProgram(engine, macroMockCollection); + const shaderProgram = shaderPass._compileShaderProgram(engine, macroMockCollection); expect(shaderProgram.isValid).to.be.true; }); });