Chris Gervang 3ca7bbc057
feat(core): new device props api (#2100)
Signed-off-by: Chris Gervang <chris@gervang.com>
Co-authored-by: Ib Green <ib@foursquare.com>
2024-08-14 10:35:22 -04:00

111 lines
4.0 KiB
Markdown

# Computation
The `Computation` class is a high-level class in the luma.gl API. It brings together all GPU functionality needed to run GPU compute shaders, in a single, easy-to-use interface.
`Computation` manages the following responsibilities:
- **bindings** these can reference textures and uniform buffers
- **shader module injection**
- **debugging** - Detailed debug logging of draw calls
The `Computation` class integrates with
- The `@luma.gl/shadertools` shader module system: [see `Shader Assembly`]( /docs/api-reference/shadertools/shader-assembler).
## Usage
```typescript
import {Computation} from `@luma.gl/engine`;
```
One of the simplest way to provide attribute data is by using a Geometry object.
Create model object by passing shaders, uniforms, geometry and render it by passing updated uniforms.
```typescript
import {Computation} from `@luma.gl/engine`;
// construct the model.
const model = new Computation(device, {
source: COMPUTE_SHADER,
bindings: {
uSampler: texture
},
})
```
### Provide attribute data using Buffer
When using `Buffer` objects, data remains on GPU and same `Buffer` object can be shared between multiple models.
```typescript
// construct the model.
const model = new Computation(device, {
source: COMPUTE_SHADER,
attributes: {
attributeName1: bufferObject,
attributeName2: device.createBuffer(new Float32Array(...))
},
uniforms: {uSampler: texture},
})
```
On each frame, call the `model.draw()` function after updating any uniforms (typically matrices).
```ts
model.setUniforms({
uPMatrix: currentProjectionMatrix,
uMVMatrix: current ComputationViewMatrix
});
model.draw();
```
Debug shader source (even when shader successful)
```ts
// construct the model.
const model = new Computation(device, {
source: COMPUTE_SHADER,
debugShaders: 'always'
});
```
## Types
### `ComputationProps`
| Property | Type | Description |
| ------------------ | ---------------------------------------------- | --------------------------------------------------------------------------------- |
| `source` | `Shader` \| _string_ | A vertex shader object, or source as a string. |
| `modules` | | shader modules to be applied (shadertools). |
| `pipelineFactory?` | | `PipelineFactory` to use for program creation and caching. |
| `debugShaders?` | `'error' \| 'never' \| 'warnings' \| 'always'` | Specify in what triggers the display shader compilation log (default: `'error'`). |
`ComputationProps` also include `ComputePipelineProps`, which are passed through to the `ComputePipeline` constructor, e.g:
| Property | Type | Description |
| ----------------- | -------------------------- | --------------------------------------------------------------------------------------- |
| `layout` | `ShaderLayout` | Describes how shader attributes and bindings are laid out. |
| `bindings?` | `Record<string, any>` | |
## Fields
### `pipeline: ComputePipeline`
The model's `ComputePipeline` instance
## Methods
### `constructor(device: Device, props: ComputationProps)`
The constructor for the Computation class. Use this to create a new Computation.
### `destroy(): void`
Free GPU resources associated with this model immediately, instead of waiting for garbage collection.
### `dispatch(pass: ComputePass, x, y, z)`
Renders the model with provided uniforms, attributes and samplers
```typescript
computation.dispatch(computePass, 1);
```