Files
2026-10-06 02:33:07 +02:00

189 lines
5.3 KiB
TypeScript

import { toOkLab } from "../palette"
import shader from "./shader.wgsl?raw"
import type { BackgroundFrame, BackgroundRenderer } from "./types"
const uniformUsage = 0x0040 | 0x0008
interface GpuBuffer {
destroy(): void
}
interface GpuPass {
setPipeline(pipeline: unknown): void
setBindGroup(index: number, bindGroup: unknown): void
draw(vertexCount: number, instanceCount?: number): void
end(): void
}
interface GpuDevice {
queue: {
writeBuffer(buffer: GpuBuffer, offset: number, data: Float32Array): void
submit(commands: unknown[]): void
}
lost: Promise<{ message: string }>
createBuffer(descriptor: { size: number; usage: number }): GpuBuffer
createShaderModule(descriptor: { code: string }): {
getCompilationInfo(): Promise<{
messages: Array<{ type: string; message: string }>
}>
}
createRenderPipeline(descriptor: unknown): {
getBindGroupLayout(index: number): unknown
}
createBindGroup(descriptor: unknown): unknown
createCommandEncoder(): {
beginRenderPass(descriptor: unknown): GpuPass
finish(): unknown
}
destroy(): void
}
interface GpuAdapter {
requestDevice(): Promise<GpuDevice>
}
interface GpuApi {
requestAdapter(options?: {
powerPreference?: "low-power" | "high-performance"
}): Promise<GpuAdapter | null>
getPreferredCanvasFormat(): string
}
interface GpuCanvasContext {
configure(options: {
device: GpuDevice
format: string
alphaMode: "opaque"
}): void
getCurrentTexture(): { createView(): unknown }
unconfigure(): void
}
export async function createWebGpuRenderer(
canvas: HTMLCanvasElement,
onDeviceLost: () => void,
): Promise<BackgroundRenderer | null> {
let device: GpuDevice | null = null
let context: GpuCanvasContext | null = null
let uniformBuffer: GpuBuffer | null = null
try {
const gpu = (navigator as unknown as { gpu?: GpuApi }).gpu
if (!gpu) {
console.info("[background renderer] WebGPU API unavailable; using CPU")
return null
}
const adapter = await gpu.requestAdapter({
powerPreference: "high-performance",
})
if (!adapter) {
console.info("[background renderer] no WebGPU adapter; using CPU")
return null
}
device = await adapter.requestDevice()
const rawContext = (canvas.getContext as (kind: string) => unknown).call(
canvas,
"webgpu",
)
if (!rawContext) {
device.destroy()
return null
}
context = rawContext as GpuCanvasContext
const format = gpu.getPreferredCanvasFormat()
context.configure({ device, format, alphaMode: "opaque" })
const shaderModule = device.createShaderModule({ code: shader })
const compilation = await shaderModule.getCompilationInfo()
const shaderErrors = compilation.messages.filter(
(message) => message.type === "error",
)
if (shaderErrors.length) {
throw new Error(shaderErrors.map((message) => message.message).join("\n"))
}
const pipeline = device.createRenderPipeline({
layout: "auto",
vertex: { module: shaderModule, entryPoint: "vertexMain" },
fragment: {
module: shaderModule,
entryPoint: "fragmentMain",
targets: [{ format }],
},
primitive: { topology: "triangle-list" },
})
uniformBuffer = device.createBuffer({ size: 80, usage: uniformUsage })
const bindGroup = device.createBindGroup({
layout: pipeline.getBindGroupLayout(0),
entries: [{ binding: 0, resource: { buffer: uniformBuffer } }],
})
const activeDevice = device
const activeContext = context
const activeBuffer = uniformBuffer
const uniforms = new Float32Array(20)
let lastPalette: BackgroundFrame["palette"] | null = null
let dominant: [number, number, number] = [0, 0, 0]
let accent: [number, number, number] = [0, 0, 0]
let maxPaletteLightness = 0
let disposed = false
void device.lost.then(() => {
if (!disposed) onDeviceLost()
})
return {
render(frame: BackgroundFrame) {
if (canvas.width !== frame.width || canvas.height !== frame.height) {
canvas.width = frame.width
canvas.height = frame.height
}
if (lastPalette !== frame.palette) {
dominant = toOkLab(frame.palette.dominant)
accent = toOkLab(frame.palette.accent)
maxPaletteLightness = Math.max(dominant[0], accent[0])
lastPalette = frame.palette
}
uniforms[0] = frame.width
uniforms[1] = frame.height
uniforms[2] = frame.time
uniforms[3] = frame.beat
uniforms[4] = frame.random[0]
uniforms[5] = frame.random[1]
uniforms[6] = frame.angleJitter
uniforms[7] = 0
uniforms.set(frame.flowParams, 8)
uniforms.set(dominant, 12)
uniforms[15] = maxPaletteLightness
uniforms.set(accent, 16)
uniforms[19] = 0
activeDevice.queue.writeBuffer(activeBuffer, 0, uniforms)
const encoder = activeDevice.createCommandEncoder()
const pass = encoder.beginRenderPass({
colorAttachments: [
{
view: activeContext.getCurrentTexture().createView(),
clearValue: { r: 0, g: 0, b: 0, a: 1 },
loadOp: "clear",
storeOp: "store",
},
],
})
pass.setPipeline(pipeline)
pass.setBindGroup(0, bindGroup)
pass.draw(3, 1)
pass.end()
activeDevice.queue.submit([encoder.finish()])
},
dispose() {
disposed = true
activeContext.unconfigure()
activeBuffer.destroy()
activeDevice.destroy()
},
}
} catch (error) {
console.warn("[background renderer] WebGPU unavailable; using CPU", error)
uniformBuffer?.destroy()
context?.unconfigure()
device?.destroy()
return null
}
}