mirror of
https://github.com/mozilla/pdf.js.git
synced 2026-04-09 23:04:02 +02:00
Merge pull request #20885 from calixteman/gouraud_gpu
Implement Gouraud-based shading using WebGPU.
This commit is contained in:
commit
918a319de6
@ -105,6 +105,7 @@ const DefaultPartialEvaluatorOptions = Object.freeze({
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iccUrl: null,
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standardFontDataUrl: null,
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wasmUrl: null,
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prepareWebGPU: null,
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});
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const PatternType = {
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@ -1513,7 +1514,8 @@ class PartialEvaluator {
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resources,
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this._pdfFunctionFactory,
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this.globalColorSpaceCache,
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localColorSpaceCache
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localColorSpaceCache,
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this.options.prepareWebGPU
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);
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patternIR = shadingFill.getIR();
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} catch (reason) {
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@ -55,7 +55,8 @@ class Pattern {
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res,
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pdfFunctionFactory,
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globalColorSpaceCache,
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localColorSpaceCache
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localColorSpaceCache,
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prepareWebGPU = null
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) {
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const dict = shading instanceof BaseStream ? shading.dict : shading;
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const type = dict.get("ShadingType");
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@ -76,6 +77,7 @@ class Pattern {
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case ShadingType.LATTICE_FORM_MESH:
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case ShadingType.COONS_PATCH_MESH:
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case ShadingType.TENSOR_PATCH_MESH:
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prepareWebGPU?.();
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return new MeshShading(
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shading,
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xref,
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@ -934,7 +936,7 @@ class MeshShading extends BaseShading {
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}
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_packData() {
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let i, ii, j, jj;
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let i, ii, j;
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const coords = this.coords;
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const coordsPacked = new Float32Array(coords.length * 2);
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@ -945,25 +947,27 @@ class MeshShading extends BaseShading {
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}
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this.coords = coordsPacked;
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// Stride 4 (RGBA layout, alpha unused) so the buffer maps directly to
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// array<u32> in the WebGPU vertex shader without any repacking.
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const colors = this.colors;
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const colorsPacked = new Uint8Array(colors.length * 3);
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const colorsPacked = new Uint8Array(colors.length * 4);
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for (i = 0, j = 0, ii = colors.length; i < ii; i++) {
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const c = colors[i];
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colorsPacked[j++] = c[0];
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colorsPacked[j++] = c[1];
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colorsPacked[j++] = c[2];
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j++; // alpha — unused, stays 0
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}
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this.colors = colorsPacked;
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// Store raw vertex indices (not byte offsets) so the GPU shader can
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// address coords / colors without knowing their strides, and so the
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// arrays are transferable Uint32Arrays.
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const figures = this.figures;
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for (i = 0, ii = figures.length; i < ii; i++) {
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const figure = figures[i],
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ps = figure.coords,
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cs = figure.colors;
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for (j = 0, jj = ps.length; j < jj; j++) {
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ps[j] *= 2;
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cs[j] *= 3;
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}
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const figure = figures[i];
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figure.coords = new Uint32Array(figure.coords);
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figure.colors = new Uint32Array(figure.colors);
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}
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}
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@ -71,6 +71,20 @@ class BasePdfManager {
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FeatureTest.isOffscreenCanvasSupported;
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evaluatorOptions.isImageDecoderSupported &&=
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FeatureTest.isImageDecoderSupported;
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// Set up a one-shot callback so evaluators can notify the main thread that
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// WebGPU-acceleratable content was found. The flag ensures the message is
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// sent at most once per document.
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if (evaluatorOptions.enableWebGPU) {
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let prepareWebGPUSent = false;
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evaluatorOptions.prepareWebGPU = () => {
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if (!prepareWebGPUSent) {
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prepareWebGPUSent = true;
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handler.send("PrepareWebGPU", null);
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}
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};
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}
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delete evaluatorOptions.enableWebGPU;
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this.evaluatorOptions = Object.freeze(evaluatorOptions);
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// Initialize image-options once per document.
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@ -79,6 +79,7 @@ import { DOMFilterFactory } from "./filter_factory.js";
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import { DOMStandardFontDataFactory } from "display-standard_fontdata_factory";
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import { DOMWasmFactory } from "display-wasm_factory";
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import { GlobalWorkerOptions } from "./worker_options.js";
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import { initWebGPUMesh } from "./webgpu_mesh.js";
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import { Metadata } from "./metadata.js";
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import { OptionalContentConfig } from "./optional_content_config.js";
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import { PagesMapper } from "./pages_mapper.js";
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@ -347,6 +348,7 @@ function getDocument(src = {}) {
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? NodeFilterFactory
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: DOMFilterFactory);
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const enableHWA = src.enableHWA === true;
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const enableWebGPU = src.enableWebGPU === true;
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const useWasm = src.useWasm !== false;
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const pagesMapper = src.pagesMapper || new PagesMapper();
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@ -440,6 +442,7 @@ function getDocument(src = {}) {
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iccUrl,
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standardFontDataUrl,
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wasmUrl,
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enableWebGPU,
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},
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};
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const transportParams = {
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@ -2926,6 +2929,13 @@ class WorkerTransport {
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this.#onProgress(data);
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});
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messageHandler.on("PrepareWebGPU", () => {
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if (this.destroyed) {
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return;
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}
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initWebGPUMesh();
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});
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if (typeof PDFJSDev === "undefined" || !PDFJSDev.test("MOZCENTRAL")) {
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messageHandler.on("FetchBinaryData", async data => {
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if (this.destroyed) {
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@ -13,6 +13,7 @@
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* limitations under the License.
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*/
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import { drawMeshWithGPU, isWebGPUMeshReady } from "./webgpu_mesh.js";
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import {
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FormatError,
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info,
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@ -282,7 +283,7 @@ function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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const bytes = data.data,
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rowSize = data.width * 4;
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let tmp;
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if (coords[p1 + 1] > coords[p2 + 1]) {
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if (coords[p1 * 2 + 1] > coords[p2 * 2 + 1]) {
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tmp = p1;
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p1 = p2;
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p2 = tmp;
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@ -290,7 +291,7 @@ function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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c1 = c2;
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c2 = tmp;
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}
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if (coords[p2 + 1] > coords[p3 + 1]) {
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if (coords[p2 * 2 + 1] > coords[p3 * 2 + 1]) {
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tmp = p2;
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p2 = p3;
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p3 = tmp;
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@ -298,7 +299,7 @@ function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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c2 = c3;
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c3 = tmp;
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}
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if (coords[p1 + 1] > coords[p2 + 1]) {
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if (coords[p1 * 2 + 1] > coords[p2 * 2 + 1]) {
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tmp = p1;
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p1 = p2;
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p2 = tmp;
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@ -306,24 +307,24 @@ function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
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c1 = c2;
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c2 = tmp;
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}
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const x1 = (coords[p1] + context.offsetX) * context.scaleX;
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const y1 = (coords[p1 + 1] + context.offsetY) * context.scaleY;
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const x2 = (coords[p2] + context.offsetX) * context.scaleX;
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const y2 = (coords[p2 + 1] + context.offsetY) * context.scaleY;
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const x3 = (coords[p3] + context.offsetX) * context.scaleX;
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const y3 = (coords[p3 + 1] + context.offsetY) * context.scaleY;
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const x1 = (coords[p1 * 2] + context.offsetX) * context.scaleX;
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const y1 = (coords[p1 * 2 + 1] + context.offsetY) * context.scaleY;
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const x2 = (coords[p2 * 2] + context.offsetX) * context.scaleX;
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const y2 = (coords[p2 * 2 + 1] + context.offsetY) * context.scaleY;
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const x3 = (coords[p3 * 2] + context.offsetX) * context.scaleX;
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const y3 = (coords[p3 * 2 + 1] + context.offsetY) * context.scaleY;
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if (y1 >= y3) {
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return;
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}
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const c1r = colors[c1],
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c1g = colors[c1 + 1],
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c1b = colors[c1 + 2];
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const c2r = colors[c2],
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c2g = colors[c2 + 1],
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c2b = colors[c2 + 2];
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const c3r = colors[c3],
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c3g = colors[c3 + 1],
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c3b = colors[c3 + 2];
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const c1r = colors[c1 * 4],
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c1g = colors[c1 * 4 + 1],
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c1b = colors[c1 * 4 + 2];
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const c2r = colors[c2 * 4],
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c2g = colors[c2 * 4 + 1],
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c2b = colors[c2 * 4 + 2];
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const c3r = colors[c3 * 4],
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c3g = colors[c3 * 4 + 1],
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c3b = colors[c3 * 4 + 2];
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const minY = Math.round(y1),
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maxY = Math.round(y3);
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@ -494,26 +495,39 @@ class MeshShadingPattern extends BaseShadingPattern {
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paddedWidth,
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paddedHeight
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);
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const tmpCtx = tmpCanvas.context;
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const data = tmpCtx.createImageData(width, height);
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if (backgroundColor) {
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const bytes = data.data;
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for (let i = 0, ii = bytes.length; i < ii; i += 4) {
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bytes[i] = backgroundColor[0];
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bytes[i + 1] = backgroundColor[1];
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bytes[i + 2] = backgroundColor[2];
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bytes[i + 3] = 255;
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if (isWebGPUMeshReady()) {
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tmpCanvas.context.drawImage(
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drawMeshWithGPU(
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this._figures,
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context,
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backgroundColor,
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paddedWidth,
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paddedHeight,
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BORDER_SIZE
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),
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0,
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0
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);
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} else {
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const data = tmpCanvas.context.createImageData(width, height);
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if (backgroundColor) {
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const bytes = data.data;
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for (let i = 0, ii = bytes.length; i < ii; i += 4) {
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bytes[i] = backgroundColor[0];
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bytes[i + 1] = backgroundColor[1];
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bytes[i + 2] = backgroundColor[2];
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bytes[i + 3] = 255;
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}
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}
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for (const figure of this._figures) {
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drawFigure(data, figure, context);
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}
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tmpCanvas.context.putImageData(data, BORDER_SIZE, BORDER_SIZE);
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}
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for (const figure of this._figures) {
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drawFigure(data, figure, context);
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}
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tmpCtx.putImageData(data, BORDER_SIZE, BORDER_SIZE);
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const canvas = tmpCanvas.canvas;
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return {
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canvas,
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canvas: tmpCanvas.canvas,
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offsetX: offsetX - BORDER_SIZE * scaleX,
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offsetY: offsetY - BORDER_SIZE * scaleY,
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scaleX,
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382
src/display/webgpu_mesh.js
Normal file
382
src/display/webgpu_mesh.js
Normal file
@ -0,0 +1,382 @@
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/* Copyright 2026 Mozilla Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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import { MeshFigureType } from "../shared/util.js";
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// WGSL shader for Gouraud-shaded triangle mesh rasterization.
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// Vertices arrive in PDF content-space coordinates; the vertex shader
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// applies the affine transform supplied via a uniform buffer to map them
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// to NDC (X: -1..1 left→right, Y: -1..1 bottom→top).
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// Colors are delivered as unorm8x4 (r,g,b,_) and passed through as-is.
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const WGSL = /* wgsl */ `
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struct Uniforms {
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offsetX : f32,
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offsetY : f32,
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scaleX : f32,
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scaleY : f32,
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paddedWidth : f32,
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paddedHeight : f32,
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borderSize : f32,
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_pad : f32,
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};
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@group(0) @binding(0) var<uniform> u : Uniforms;
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struct VertexInput {
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@location(0) position : vec2<f32>,
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@location(1) color : vec4<f32>,
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};
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struct VertexOutput {
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@builtin(position) position : vec4<f32>,
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@location(0) color : vec3<f32>,
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};
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@vertex
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fn vs_main(in : VertexInput) -> VertexOutput {
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var out : VertexOutput;
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let cx = (in.position.x + u.offsetX) * u.scaleX;
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let cy = (in.position.y + u.offsetY) * u.scaleY;
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out.position = vec4<f32>(
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((cx + u.borderSize) / u.paddedWidth) * 2.0 - 1.0,
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1.0 - ((cy + u.borderSize) / u.paddedHeight) * 2.0,
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0.0,
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1.0
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);
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out.color = in.color.rgb;
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return out;
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}
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@fragment
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fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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`;
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class WebGPUMesh {
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#initPromise = null;
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#device = null;
|
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#pipeline = null;
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|
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// Format chosen to match the OffscreenCanvas swapchain on this device.
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#preferredFormat = null;
|
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|
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async #initGPU() {
|
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if (!globalThis.navigator?.gpu) {
|
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return false;
|
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}
|
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try {
|
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const adapter = await navigator.gpu.requestAdapter();
|
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if (!adapter) {
|
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return false;
|
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}
|
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this.#preferredFormat = navigator.gpu.getPreferredCanvasFormat();
|
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const device = (this.#device = await adapter.requestDevice());
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const shaderModule = device.createShaderModule({ code: WGSL });
|
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|
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this.#pipeline = device.createRenderPipeline({
|
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layout: "auto",
|
||||
vertex: {
|
||||
module: shaderModule,
|
||||
entryPoint: "vs_main",
|
||||
buffers: [
|
||||
{
|
||||
// Buffer 0: PDF content-space coords, 2 × float32 per vertex.
|
||||
arrayStride: 2 * 4,
|
||||
attributes: [
|
||||
{ shaderLocation: 0, offset: 0, format: "float32x2" },
|
||||
],
|
||||
},
|
||||
{
|
||||
// Buffer 1: vertex colors, 4 × unorm8 per vertex (r, g, b, _).
|
||||
arrayStride: 4,
|
||||
attributes: [
|
||||
{ shaderLocation: 1, offset: 0, format: "unorm8x4" },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
fragment: {
|
||||
module: shaderModule,
|
||||
entryPoint: "fs_main",
|
||||
// Use the canvas-preferred format so the OffscreenCanvas swapchain
|
||||
// and the pipeline output format always agree.
|
||||
targets: [{ format: this.#preferredFormat }],
|
||||
},
|
||||
primitive: { topology: "triangle-list" },
|
||||
});
|
||||
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
init() {
|
||||
if (this.#initPromise === null) {
|
||||
this.#initPromise = this.#initGPU();
|
||||
}
|
||||
}
|
||||
|
||||
get isReady() {
|
||||
return this.#device !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build flat Float32Array (positions) and Uint8Array (colors) vertex
|
||||
* streams for non-indexed triangle-list rendering.
|
||||
*
|
||||
* Coords and colors intentionally use separate lookup indices. For patch
|
||||
* mesh figures (types 6/7 converted to LATTICE in the worker), the coord
|
||||
* index-space and color index-space differ because the stream interleaves
|
||||
* them at different densities (12 coords but 4 colors per flag-0 patch).
|
||||
* A single shared index buffer cannot represent both simultaneously, so we
|
||||
* expand each triangle vertex individually into the two flat streams.
|
||||
*
|
||||
* @param {Array} figures
|
||||
* @param {Object} context coords/colors/offsetX/offsetY/scaleX/scaleY
|
||||
* @returns {{ posData: Float32Array, colData: Uint8Array,
|
||||
* vertexCount: number }}
|
||||
*/
|
||||
#buildVertexStreams(figures, context) {
|
||||
const { coords, colors } = context;
|
||||
|
||||
// Count vertices first so we can allocate the typed arrays exactly once.
|
||||
let vertexCount = 0;
|
||||
for (const figure of figures) {
|
||||
const ps = figure.coords;
|
||||
if (figure.type === MeshFigureType.TRIANGLES) {
|
||||
vertexCount += ps.length;
|
||||
} else if (figure.type === MeshFigureType.LATTICE) {
|
||||
const vpr = figure.verticesPerRow;
|
||||
// 2 triangles × 3 vertices per quad cell
|
||||
vertexCount += (Math.floor(ps.length / vpr) - 1) * (vpr - 1) * 6;
|
||||
}
|
||||
}
|
||||
|
||||
// posData: 2 × float32 per vertex (raw PDF content-space x, y).
|
||||
// colData: 4 × uint8 per vertex (r, g, b, unused — required by unorm8x4).
|
||||
const posData = new Float32Array(vertexCount * 2);
|
||||
const colData = new Uint8Array(vertexCount * 4);
|
||||
let pOff = 0,
|
||||
cOff = 0;
|
||||
|
||||
// pi and ci are raw vertex indices; coords is stride-2, colors stride-4.
|
||||
const addVertex = (pi, ci) => {
|
||||
posData[pOff++] = coords[pi * 2];
|
||||
posData[pOff++] = coords[pi * 2 + 1];
|
||||
colData[cOff++] = colors[ci * 4];
|
||||
colData[cOff++] = colors[ci * 4 + 1];
|
||||
colData[cOff++] = colors[ci * 4 + 2];
|
||||
cOff++; // alpha channel — unused in the fragment shader
|
||||
};
|
||||
|
||||
for (const figure of figures) {
|
||||
const ps = figure.coords;
|
||||
const cs = figure.colors;
|
||||
if (figure.type === MeshFigureType.TRIANGLES) {
|
||||
for (let i = 0, ii = ps.length; i < ii; i += 3) {
|
||||
addVertex(ps[i], cs[i]);
|
||||
addVertex(ps[i + 1], cs[i + 1]);
|
||||
addVertex(ps[i + 2], cs[i + 2]);
|
||||
}
|
||||
} else if (figure.type === MeshFigureType.LATTICE) {
|
||||
const vpr = figure.verticesPerRow;
|
||||
const rows = Math.floor(ps.length / vpr) - 1;
|
||||
const cols = vpr - 1;
|
||||
for (let i = 0; i < rows; i++) {
|
||||
let q = i * vpr;
|
||||
for (let j = 0; j < cols; j++, q++) {
|
||||
// Upper-left triangle: q, q+1, q+vpr
|
||||
addVertex(ps[q], cs[q]);
|
||||
addVertex(ps[q + 1], cs[q + 1]);
|
||||
addVertex(ps[q + vpr], cs[q + vpr]);
|
||||
// Lower-right triangle: q+vpr+1, q+1, q+vpr
|
||||
addVertex(ps[q + vpr + 1], cs[q + vpr + 1]);
|
||||
addVertex(ps[q + 1], cs[q + 1]);
|
||||
addVertex(ps[q + vpr], cs[q + vpr]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { posData, colData, vertexCount };
|
||||
}
|
||||
|
||||
/**
|
||||
* Render a mesh shading to an ImageBitmap using WebGPU.
|
||||
*
|
||||
* Two flat vertex streams (positions and colors) are uploaded from the
|
||||
* packed IR typed arrays. A uniform buffer carries the affine transform
|
||||
* so the vertex shader maps PDF content-space coordinates to NDC without
|
||||
* any CPU arithmetic per vertex.
|
||||
*
|
||||
* After `device.queue.submit()`, `transferToImageBitmap()` presents the
|
||||
* current GPU frame synchronously – the browser ensures all submitted GPU
|
||||
* commands are complete before returning. The resulting ImageBitmap stays
|
||||
* GPU-resident; `ctx2d.drawImage(bitmap)` is a zero-copy GPU-to-GPU blit.
|
||||
*
|
||||
* The GPU device must already be initialized (`this.isReady === true`).
|
||||
*
|
||||
* @param {Array} figures
|
||||
* @param {Object} context coords/colors/offsetX/offsetY/…
|
||||
* @param {Uint8Array|null} backgroundColor [r,g,b] or null for transparent
|
||||
* @param {number} paddedWidth render-target width
|
||||
* @param {number} paddedHeight render-target height
|
||||
* @param {number} borderSize transparent border size in pixels
|
||||
* @returns {ImageBitmap}
|
||||
*/
|
||||
draw(
|
||||
figures,
|
||||
context,
|
||||
backgroundColor,
|
||||
paddedWidth,
|
||||
paddedHeight,
|
||||
borderSize
|
||||
) {
|
||||
const device = this.#device;
|
||||
const { offsetX, offsetY, scaleX, scaleY } = context;
|
||||
const { posData, colData, vertexCount } = this.#buildVertexStreams(
|
||||
figures,
|
||||
context
|
||||
);
|
||||
|
||||
// Upload vertex positions (raw PDF coords) and colors as separate buffers.
|
||||
// GPUBufferUsage requires size > 0.
|
||||
const posBuffer = device.createBuffer({
|
||||
size: Math.max(posData.byteLength, 4),
|
||||
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
||||
});
|
||||
if (posData.byteLength > 0) {
|
||||
device.queue.writeBuffer(posBuffer, 0, posData);
|
||||
}
|
||||
|
||||
const colBuffer = device.createBuffer({
|
||||
size: Math.max(colData.byteLength, 4),
|
||||
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
||||
});
|
||||
if (colData.byteLength > 0) {
|
||||
device.queue.writeBuffer(colBuffer, 0, colData);
|
||||
}
|
||||
|
||||
// Uniform buffer: affine transform parameters for the vertex shader.
|
||||
const uniformBuffer = device.createBuffer({
|
||||
size: 8 * 4, // 8 × float32 = 32 bytes
|
||||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
||||
});
|
||||
device.queue.writeBuffer(
|
||||
uniformBuffer,
|
||||
0,
|
||||
new Float32Array([
|
||||
offsetX,
|
||||
offsetY,
|
||||
scaleX,
|
||||
scaleY,
|
||||
paddedWidth,
|
||||
paddedHeight,
|
||||
borderSize,
|
||||
0, // padding to 32 bytes
|
||||
])
|
||||
);
|
||||
|
||||
const bindGroup = device.createBindGroup({
|
||||
layout: this.#pipeline.getBindGroupLayout(0),
|
||||
entries: [{ binding: 0, resource: { buffer: uniformBuffer } }],
|
||||
});
|
||||
|
||||
// The canvas covers the full padded area so the border is naturally clear.
|
||||
const offscreen = new OffscreenCanvas(paddedWidth, paddedHeight);
|
||||
const gpuCtx = offscreen.getContext("webgpu");
|
||||
gpuCtx.configure({
|
||||
device,
|
||||
format: this.#preferredFormat,
|
||||
// "premultiplied" allows fully transparent border pixels when there is
|
||||
// no backgroundColor; "opaque" is slightly more efficient otherwise.
|
||||
alphaMode: backgroundColor ? "opaque" : "premultiplied",
|
||||
});
|
||||
|
||||
const clearValue = backgroundColor
|
||||
? {
|
||||
r: backgroundColor[0] / 255,
|
||||
g: backgroundColor[1] / 255,
|
||||
b: backgroundColor[2] / 255,
|
||||
a: 1,
|
||||
}
|
||||
: { r: 0, g: 0, b: 0, a: 0 };
|
||||
|
||||
const commandEncoder = device.createCommandEncoder();
|
||||
const renderPass = commandEncoder.beginRenderPass({
|
||||
colorAttachments: [
|
||||
{
|
||||
view: gpuCtx.getCurrentTexture().createView(),
|
||||
clearValue,
|
||||
loadOp: "clear",
|
||||
storeOp: "store",
|
||||
},
|
||||
],
|
||||
});
|
||||
if (vertexCount > 0) {
|
||||
renderPass.setPipeline(this.#pipeline);
|
||||
renderPass.setBindGroup(0, bindGroup);
|
||||
renderPass.setVertexBuffer(0, posBuffer);
|
||||
renderPass.setVertexBuffer(1, colBuffer);
|
||||
renderPass.draw(vertexCount);
|
||||
}
|
||||
renderPass.end();
|
||||
|
||||
device.queue.submit([commandEncoder.finish()]);
|
||||
posBuffer.destroy();
|
||||
colBuffer.destroy();
|
||||
uniformBuffer.destroy();
|
||||
|
||||
// Present the current GPU frame and capture it as an ImageBitmap.
|
||||
// The browser flushes all pending GPU commands before returning, so this
|
||||
// is synchronous from the JavaScript perspective. The ImageBitmap is
|
||||
// GPU-resident; drawing it onto a 2D canvas is a GPU-to-GPU blit.
|
||||
return offscreen.transferToImageBitmap();
|
||||
}
|
||||
}
|
||||
|
||||
const _webGPUMesh = new WebGPUMesh();
|
||||
|
||||
function initWebGPUMesh() {
|
||||
_webGPUMesh.init();
|
||||
}
|
||||
|
||||
function isWebGPUMeshReady() {
|
||||
return _webGPUMesh.isReady;
|
||||
}
|
||||
|
||||
function drawMeshWithGPU(
|
||||
figures,
|
||||
context,
|
||||
backgroundColor,
|
||||
paddedWidth,
|
||||
paddedHeight,
|
||||
borderSize
|
||||
) {
|
||||
return _webGPUMesh.draw(
|
||||
figures,
|
||||
context,
|
||||
backgroundColor,
|
||||
paddedWidth,
|
||||
paddedHeight,
|
||||
borderSize
|
||||
);
|
||||
}
|
||||
|
||||
export { drawMeshWithGPU, initWebGPUMesh, isWebGPUMeshReady };
|
||||
@ -460,6 +460,11 @@ const defaultOptions = {
|
||||
value: typeof PDFJSDev !== "undefined" && !PDFJSDev.test("MOZCENTRAL"),
|
||||
kind: OptionKind.API + OptionKind.PREFERENCE,
|
||||
},
|
||||
enableWebGPU: {
|
||||
/** @type {boolean} */
|
||||
value: true,
|
||||
kind: OptionKind.API + OptionKind.PREFERENCE,
|
||||
},
|
||||
enableXfa: {
|
||||
/** @type {boolean} */
|
||||
value: true,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user