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@feng3d/webgpu

v0.6.2

Published

webgpu渲染库

Readme

@feng3d/webgpu

feng3d引擎的WebGPU渲染器,可以让用户无需直接接触WebGPU的API,只需提供渲染所需数据,组织好数据结构便可使用WebGPU渲染,并且支持动态修改数据从而实现动态渲染。

架构速览

本包是「纯数据 → GPU 对象 → 命令提交」的翻译层,独占 GPUDevice,以 submit() 为唯一提交入口。 引擎侧的架构与演进规划见 docs/ARCHITECTURE_V2.md。

目录结构

src/
├── WebGPU.ts           # 入口类:设备初始化、submit、读取回传
├── index.ts            # 公开导出面
├── ReactiveObject.ts   # 响应式包装基类
├── caches/             # WGPU* 缓存类(35 个):数据对象 → GPU 对象的映射与缓存
├── data/               # 纯数据描述(Submit / RenderPass / RenderObject / Buffer / Texture …)
├── internal/           # 命令编码执行器
│   ├── runSubmit.ts            # 提交入口:挂起变更计数 → 编码 → 拉取上传 → queue.submit
│   ├── runCommandEncoder.ts    # 命令编码器分发
│   ├── runRenderPass.ts        # 渲染通道
│   └── renderobject/           # 单次绘制的状态设置(pipeline / bindGroup / vertex / index / draw)
├── consts/             # 常量(顶点格式映射等)
├── types/              # 类型定义(TypedArray / VertexFormat)
└── utils/              # ChainMap / GPUDeviceStats / GpuResourceReleaser / renderState

四个核心机制

  1. 身份键缓存:每个数据对象对应一个 WGPU* 包装类,经 getInstance(device, 数据对象, …附加身份) + static map = new ChainMap(...) 查表。缓存键是数据对象身份(如 (device, texture)、(device, buffer, TypeInfo)),同一数据对象复用同一 GPU 资源。
  2. 按需呈现:View 把全局变更计数写入 Submit.version;WebGPU.submit 比对上次已提交版本,相同则直接返回(不编码、不提交),画布保持最后呈现帧(WebGPU.ts:114)。
  3. pull 式上传:uniform/顶点的差异上传不在写入时 push,而在 runSubmit 编码完成后统一拉取(版本号判定,无变化不上传),保证 writeBuffer 排队先于本次命令缓冲执行。
  4. 命令编码缓存:WGPURenderPass 按「renderPassObjects 元素身份序列」把连续段录成 RenderBundle,序列不变则重放;带 blend(透明排序敏感)的对象不进 bundle。

公开 API

WebGPU 类对外方法(src/WebGPU.ts):

| 方法 | 说明 | |---|---| | init(options?, descriptor?) | 初始化设备与画布上下文 | | submit(submit) | 提交一次 GPU 执行(按需呈现生效处) | | readPixels(gpuReadPixels) | 回读像素 | | readBuffer(buffer, byteOffset?, byteLength?) | 回读缓冲区 | | copyDepthTexture(source, target) | 拷贝深度纹理 | | textureInvertYPremultiplyAlpha(texture, options) | 纹理翻转 Y / 预乘 alpha | | destoryTexture(texture) | 销毁纹理(方法名拼写如此,非 destroyTexture) | | destroy() | 销毁设备与上下文 |

src/index.ts 公开导出:Submit 及全部 data/* 描述类型、utils/* 工具(ChainMap / GPUDeviceStats / GpuResourceReleaser)、types/*。 注意:caches/ 下的 35 个 WGPU* 类中,仅 WGPURenderBundle 被导出(供 benchmark 统计)。其余为内部实现,不承诺 API 稳定性。

依赖

@feng3d/webgpu
├── @feng3d/reactivity   # 响应式系统(缓存失效驱动)
├── @feng3d/watcher      # 属性监听
├── wgsl_reflect         # WGSL 反射(推导绑定与顶点布局)
└── @webgpu/types        # WebGPU 类型

示例

@feng3d/webgpu示例

这里完整实现了webgpu的官方示例。

安装

npm install @feng3d/webgpu

如何使用

import { Submit, WebGPU } from "@feng3d/webgpu";

const init = async (canvas: HTMLCanvasElement) =>
{
    const devicePixelRatio = window.devicePixelRatio || 1;
    canvas.width = canvas.clientWidth * devicePixelRatio;
    canvas.height = canvas.clientHeight * devicePixelRatio;

    const webgpu = await new WebGPU().init(); // 初始化WebGPU

    const submit: Submit = { // 一次GPU提交
        commandEncoders: [ // 命令编码列表
            {
                passEncoders: [ // 通道编码列表
                    { // 渲染通道
                        descriptor: { // 渲染通道描述
                            colorAttachments: [{ // 颜色附件
                                view: { texture: { context: { canvasId: canvas.id } } }, // 绘制到canvas上
                                clearValue: [0.0, 0.0, 0.0, 1.0], // 渲染前填充颜色
                            }],
                        },
                        renderPassObjects: [{ // 渲染对象
                            pipeline: { // 渲染管线
                                vertex: { // 顶点着色器
                                    code: `
                                    @vertex
                                    fn main(
                                        @location(0) position: vec2<f32>,
                                    ) -> @builtin(position) vec4<f32> {
                                        return vec4<f32>(position, 0.0, 1.0);
                                    }
                                    ` },
                                fragment: { // 片段着色器
                                    code: `
                                        @binding(0) @group(0) var<uniform> color : vec4<f32>;
                                        @fragment
                                        fn main() -> @location(0) vec4f {
                                            return color;
                                        }
                                    ` },
                            },
                            vertices: {
                                position: { data: new Float32Array([0.0, 0.5, -0.5, -0.5, 0.5, -0.5]), format: "float32x2" }, // 顶点坐标数据
                            },
                            indices: new Uint16Array([0, 1, 2]), // 顶点索引数据
                            bindingResources: { color: { value: [1, 0, 0, 1] } }, // Uniform 颜色值
                            draw: { __type__: "DrawIndexed", indexCount: 3 }, // 绘制命令
                        }]
                    },
                ]
            }
        ],
    };

    webgpu.submit(submit); // 提交GPU执行
};

let webgpuCanvas = document.getElementById("webgpu") as HTMLCanvasElement;
if (!webgpuCanvas)
{
    webgpuCanvas = document.createElement("canvas");
    webgpuCanvas.id = "webgpu";
    webgpuCanvas.style.width = "400px";
    webgpuCanvas.style.height = "300px";
    document.body.appendChild(webgpuCanvas);
}
init(webgpuCanvas);

在 StackBlitz 中打开

参考

  1. https://github.com/webgpu/webgpu-samples
  2. https://www.orillusion.com/zh/webgpu.html
  3. https://www.orillusion.com/zh/wgsl.html
  4. https://gpuweb.github.io/gpuweb/
  5. https://gpuweb.github.io/gpuweb/wgsl/
  6. https://github.com/Orillusion/orillusion/tree/main/src/gfx/graphics/webGpu
  7. https://github.com/mrdoob/three.js/tree/dev/examples/jsm/renderers/webgpu
  8. https://github.com/regl-project/regl
  9. https://github.com/regl-project/regl/blob/master/example/basic.js
  10. https://github.com/stackgpu/Simple-GPU
  11. https://github.com/antvis/G/blob/next/packages/g-plugin-webgpu-device/src/platform/Program.ts
  12. https://github.com/dtysky/webgpu-renderer
  13. WGSL反射。 https://github.com/brendan-duncan/wgsl_reflect
  14. https://github.com/greggman/webgpu-avoid-redundant-state-setting
    1. 避免调用WebGPU中的冗余状态。
  15. https://github.com/greggman/webgpu-utils
    1. webgpu一些工具。
  16. https://github.com/GEngine-js/GEngine