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src/rendering/renderers/gl/context/GlContextSystem.ts
489 строк
16 KB
Zyie
chore: add standard/advanced tags to documentation (#11448)
03 июн 2025, 10:12
Не верифицирован
03 июн 2025, 10:12
7d91234
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import { DOMAdapter } from '../../../../environment/adapter'; import { ExtensionType } from '../../../../extensions/Extensions'; import { warn } from '../../../../utils/logging/warn'; import { type GpuPowerPreference } from '../../types'; import type { ICanvas } from '../../../../environment/canvas/ICanvas'; import type { System } from '../../shared/system/System'; import type { WebGLRenderer } from '../WebGLRenderer'; import type { WebGLExtensions } from './WebGLExtensions'; /** * Options for the context system. * @category rendering * @advanced * @property {WebGL2RenderingContext | null} [context=null] - User-provided WebGL rendering context object. * @property {GpuPowerPreference} [powerPreference='default'] - An optional hint indicating what configuration * of GPU is suitable for the WebGL context, can be `'high-performance'` or `'low-power'`. Setting to `'high-performance'` * will prioritize rendering performance over power consumption, while setting to `'low-power'` will prioritize power saving * over rendering performance. * @property {boolean} [premultipliedAlpha=true] - Whether the compositor will assume the drawing buffer contains * colors with premultiplied alpha. * @property {boolean} [preserveDrawingBuffer=false] - Whether to enable drawing buffer preservation. * If enabled, the drawing buffer will preserve * its value until cleared or overwritten. Enable this if you need to call `toDataUrl` on the WebGL context. * @property {boolean} [antialias] - Whether to enable antialiasing. * @property {1 | 2} [preferWebGLVersion=2] - The preferred WebGL version to use. */ export interface ContextSystemOptions { /** * User-provided WebGL rendering context object. * @default null */ context: WebGL2RenderingContext | null; /** * An optional hint indicating what configuration of GPU is suitable for the WebGL context, * can be `'high-performance'` or `'low-power'`. * Setting to `'high-performance'` will prioritize rendering performance over power consumption, * while setting to `'low-power'` will prioritize power saving over rendering performance. * @default undefined */ powerPreference?: GpuPowerPreference; /** * Whether the compositor will assume the drawing buffer contains colors with premultiplied alpha. * @default true */ premultipliedAlpha: boolean; /** * Whether to enable drawing buffer preservation. If enabled, the drawing buffer will preserve * its value until cleared or overwritten. Enable this if you need to call `toDataUrl` on the WebGL context. * @default false */ preserveDrawingBuffer: boolean; antialias?: boolean; /** * The preferred WebGL version to use. * @default 2 */ preferWebGLVersion?: 1 | 2; /** * Whether to enable multi-view rendering. Set to true when rendering to multiple * canvases on the dom. * @default false */ multiView: boolean; } /** * System plugin to the renderer to manage the context * @category rendering * @advanced */ export class GlContextSystem implements System<ContextSystemOptions> { /** @ignore */ public static extension = { type: [ ExtensionType.WebGLSystem, ], name: 'context', } as const; /** The default options for the system. */ public static defaultOptions: ContextSystemOptions = { /** * {@link WebGLOptions.context} * @default null */ context: null, /** * {@link WebGLOptions.premultipliedAlpha} * @default true */ premultipliedAlpha: true, /** * {@link WebGLOptions.preserveDrawingBuffer} * @default false */ preserveDrawingBuffer: false, /** * {@link WebGLOptions.powerPreference} * @default default */ powerPreference: undefined, /** * {@link WebGLOptions.webGLVersion} * @default 2 */ preferWebGLVersion: 2, /** * {@link WebGLOptions.multiView} * @default false */ multiView: false }; protected CONTEXT_UID: number; protected gl: WebGL2RenderingContext; /** * Features supported by current renderer. * @type {object} * @readonly */ public supports = { /** Support for 32-bit indices buffer. */ uint32Indices: true, /** Support for UniformBufferObjects */ uniformBufferObject: true, /** Support for VertexArrayObjects */ vertexArrayObject: true, /** Support for SRGB texture format */ srgbTextures: true, /** Support for wrapping modes if a texture is non-power of two */ nonPowOf2wrapping: true, /** Support for MSAA (antialiasing of dynamic textures) */ msaa: true, /** Support for mipmaps if a texture is non-power of two */ nonPowOf2mipmaps: true, }; /** * Extensions available. * @type {object} * @readonly * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension * @property {OES_texture_float} floatTexture - WebGL v1 extension * @property {WEBGL_lose_context} loseContext - WebGL v1 extension * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension */ public extensions: WebGLExtensions; public webGLVersion: 1 | 2; /** * Whether to enable multi-view rendering. Set to true when rendering to multiple * canvases on the dom. * @default false */ public multiView: boolean; /** * The canvas that the WebGL Context is rendering to. * This will be the view canvas. But if multiView is enabled, this canvas will not be attached to the DOM. * It will be rendered to and then copied to the target canvas. * @readonly */ public canvas: ICanvas; private _renderer: WebGLRenderer; private _contextLossForced: boolean; /** @param renderer - The renderer this System works for. */ constructor(renderer: WebGLRenderer) { this._renderer = renderer; this.extensions = Object.create(null); // Bind functions this.handleContextLost = this.handleContextLost.bind(this); this.handleContextRestored = this.handleContextRestored.bind(this); } /** * `true` if the context is lost * @readonly */ get isLost(): boolean { return (!this.gl || this.gl.isContextLost()); } /** * Handles the context change event. * @param {WebGLRenderingContext} gl - New WebGL context. */ protected contextChange(gl: WebGL2RenderingContext): void { this.gl = gl; this._renderer.gl = gl; } public init(options: ContextSystemOptions): void { options = { ...GlContextSystem.defaultOptions, ...options }; // TODO add to options let multiView = this.multiView = options.multiView; if (options.context && multiView) { // eslint-disable-next-line max-len warn('Renderer created with both a context and multiview enabled. Disabling multiView as both cannot work together.'); multiView = false; } if (multiView) { this.canvas = DOMAdapter.get() .createCanvas(this._renderer.canvas.width, this._renderer.canvas.height); } else { this.canvas = this._renderer.view.canvas; } /* * The options passed in to create a new WebGL context. */ if (options.context) { this.initFromContext(options.context); } else { const alpha = this._renderer.background.alpha < 1; const premultipliedAlpha = options.premultipliedAlpha ?? true; const antialias = options.antialias && !this._renderer.backBuffer.useBackBuffer; this.createContext(options.preferWebGLVersion, { alpha, premultipliedAlpha, antialias, stencil: true, preserveDrawingBuffer: options.preserveDrawingBuffer, powerPreference: options.powerPreference ?? 'default', }); } } public ensureCanvasSize(targetCanvas: ICanvas): void { if (!this.multiView) { if (targetCanvas !== this.canvas) { warn('multiView is disabled, but targetCanvas is not the main canvas'); } return; } const { canvas } = this; if (canvas.width < targetCanvas.width || canvas.height < targetCanvas.height) { canvas.width = Math.max(targetCanvas.width, targetCanvas.width); canvas.height = Math.max(targetCanvas.height, targetCanvas.height); } } /** * Initializes the context. * @protected * @param {WebGLRenderingContext} gl - WebGL context */ protected initFromContext(gl: WebGL2RenderingContext): void { this.gl = gl; this.webGLVersion = gl instanceof DOMAdapter.get().getWebGLRenderingContext() ? 1 : 2; this.getExtensions(); this.validateContext(gl); this._renderer.runners.contextChange.emit(gl); const element = this._renderer.view.canvas; (element as any).addEventListener('webglcontextlost', this.handleContextLost, false); element.addEventListener('webglcontextrestored', this.handleContextRestored, false); } /** * Initialize from context options * @protected * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext * @param preferWebGLVersion * @param {object} options - context attributes */ protected createContext(preferWebGLVersion: 1 | 2, options: WebGLContextAttributes): void { let gl: WebGL2RenderingContext | WebGLRenderingContext; const canvas = this.canvas; if (preferWebGLVersion === 2) { gl = canvas.getContext('webgl2', options); } if (!gl) { gl = canvas.getContext('webgl', options); if (!gl) { // fail, not able to get a context throw new Error('This browser does not support WebGL. Try using the canvas renderer'); } } this.gl = gl as WebGL2RenderingContext; this.initFromContext(this.gl); } /** Auto-populate the {@link GlContextSystem.extensions extensions}. */ protected getExtensions(): void { // time to set up default extensions that Pixi uses. const { gl } = this; const common = { anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), floatTextureLinear: gl.getExtension('OES_texture_float_linear'), s3tc: gl.getExtension('WEBGL_compressed_texture_s3tc'), s3tc_sRGB: gl.getExtension('WEBGL_compressed_texture_s3tc_srgb'), // eslint-disable-line camelcase etc: gl.getExtension('WEBGL_compressed_texture_etc'), etc1: gl.getExtension('WEBGL_compressed_texture_etc1'), pvrtc: gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'), atc: gl.getExtension('WEBGL_compressed_texture_atc'), astc: gl.getExtension('WEBGL_compressed_texture_astc'), bptc: gl.getExtension('EXT_texture_compression_bptc'), rgtc: gl.getExtension('EXT_texture_compression_rgtc'), loseContext: gl.getExtension('WEBGL_lose_context'), }; if (this.webGLVersion === 1) { this.extensions = { ...common, drawBuffers: gl.getExtension('WEBGL_draw_buffers'), depthTexture: gl.getExtension('WEBGL_depth_texture'), vertexArrayObject: gl.getExtension('OES_vertex_array_object') || gl.getExtension('MOZ_OES_vertex_array_object') || gl.getExtension('WEBKIT_OES_vertex_array_object'), uint32ElementIndex: gl.getExtension('OES_element_index_uint'), // Floats and half-floats floatTexture: gl.getExtension('OES_texture_float'), floatTextureLinear: gl.getExtension('OES_texture_float_linear'), textureHalfFloat: gl.getExtension('OES_texture_half_float'), textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), vertexAttribDivisorANGLE: gl.getExtension('ANGLE_instanced_arrays'), srgb: gl.getExtension('EXT_sRGB'), }; } else { this.extensions = { ...common, colorBufferFloat: gl.getExtension('EXT_color_buffer_float'), }; const provokeExt = gl.getExtension('WEBGL_provoking_vertex'); if (provokeExt) { provokeExt.provokingVertexWEBGL(provokeExt.FIRST_VERTEX_CONVENTION_WEBGL); } } } /** * Handles a lost webgl context * @param {WebGLContextEvent} event - The context lost event. */ protected handleContextLost(event: WebGLContextEvent): void { event.preventDefault(); // only restore if we purposefully nuked it if (this._contextLossForced) { this._contextLossForced = false; // Restore the context after this event has exited setTimeout(() => { if (this.gl.isContextLost()) { this.extensions.loseContext?.restoreContext(); } }, 0); } } /** Handles a restored webgl context. */ protected handleContextRestored(): void { this.getExtensions(); // restore extensions state this._renderer.runners.contextChange.emit(this.gl); } public destroy(): void { const element = this._renderer.view.canvas; this._renderer = null; // remove listeners (element as any).removeEventListener('webglcontextlost', this.handleContextLost); element.removeEventListener('webglcontextrestored', this.handleContextRestored); this.gl.useProgram(null); this.extensions.loseContext?.loseContext(); } /** * this function can be called to force a webGL context loss * this will release all resources on the GPU. * Useful if you need to put Pixi to sleep, and save some GPU memory * * As soon as render is called - all resources will be created again. */ public forceContextLoss(): void { this.extensions.loseContext?.loseContext(); this._contextLossForced = true; } /** * Validate context. * @param {WebGLRenderingContext} gl - Render context. */ protected validateContext(gl: WebGL2RenderingContext): void { const attributes = gl.getContextAttributes(); // this is going to be fairly simple for now.. but at least we have room to grow! if (attributes && !attributes.stencil) { // #if _DEBUG warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); // #endif } // support const supports = this.supports; const isWebGl2 = this.webGLVersion === 2; const extensions = this.extensions; supports.uint32Indices = isWebGl2 || !!extensions.uint32ElementIndex; supports.uniformBufferObject = isWebGl2; supports.vertexArrayObject = isWebGl2 || !!extensions.vertexArrayObject; supports.srgbTextures = isWebGl2 || !!extensions.srgb; supports.nonPowOf2wrapping = isWebGl2; supports.nonPowOf2mipmaps = isWebGl2; supports.msaa = isWebGl2; if (!supports.uint32Indices) { // #if _DEBUG warn('Provided WebGL context does not support 32 index buffer, large scenes may not render correctly'); // #endif } } }