📄 WebGLShaderCache.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 7 |
🧱 Classes | 2 |
📊 Variables & Constants | 5 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/renderers/webgl/WebGLShaderCache.js
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_id |
number |
let/var | 0 |
✗ |
vertexShader |
any |
let/var | material.vertexShader |
✗ |
fragmentShader |
any |
let/var | material.fragmentShader |
✗ |
cache |
Map<any, any> |
let/var | this.materialCache |
✗ |
cache |
Map<any, any> |
let/var | this.shaderCache |
✗ |
Functions¶
WebGLShaderCache.update(material: any): this
¶
Parameters:
material
any
Returns: this
Calls:
this._getShaderStage
this._getShaderCacheForMaterial
materialShaders.has
materialShaders.add
Code
update( material ) {
const vertexShader = material.vertexShader;
const fragmentShader = material.fragmentShader;
const vertexShaderStage = this._getShaderStage( vertexShader );
const fragmentShaderStage = this._getShaderStage( fragmentShader );
const materialShaders = this._getShaderCacheForMaterial( material );
if ( materialShaders.has( vertexShaderStage ) === false ) {
materialShaders.add( vertexShaderStage );
vertexShaderStage.usedTimes ++;
}
if ( materialShaders.has( fragmentShaderStage ) === false ) {
materialShaders.add( fragmentShaderStage );
fragmentShaderStage.usedTimes ++;
}
return this;
}
WebGLShaderCache.remove(material: any): this
¶
Parameters:
material
any
Returns: this
Calls:
this.materialCache.get
this.shaderCache.delete
this.materialCache.delete
Code
WebGLShaderCache.getVertexShaderID(material: any): any
¶
Parameters:
material
any
Returns: any
Calls:
this._getShaderStage
WebGLShaderCache.getFragmentShaderID(material: any): any
¶
Parameters:
material
any
Returns: any
Calls:
this._getShaderStage
WebGLShaderCache.dispose(): void
¶
Returns: void
Calls:
this.shaderCache.clear
this.materialCache.clear
WebGLShaderCache._getShaderCacheForMaterial(material: any): any
¶
Parameters:
material
any
Returns: any
Calls:
cache.get
cache.set
Code
WebGLShaderCache._getShaderStage(code: any): any
¶
Parameters:
code
any
Returns: any
Calls:
cache.get
cache.set
Code
Classes¶
WebGLShaderCache
¶
Class Code
class WebGLShaderCache {
constructor() {
this.shaderCache = new Map();
this.materialCache = new Map();
}
update( material ) {
const vertexShader = material.vertexShader;
const fragmentShader = material.fragmentShader;
const vertexShaderStage = this._getShaderStage( vertexShader );
const fragmentShaderStage = this._getShaderStage( fragmentShader );
const materialShaders = this._getShaderCacheForMaterial( material );
if ( materialShaders.has( vertexShaderStage ) === false ) {
materialShaders.add( vertexShaderStage );
vertexShaderStage.usedTimes ++;
}
if ( materialShaders.has( fragmentShaderStage ) === false ) {
materialShaders.add( fragmentShaderStage );
fragmentShaderStage.usedTimes ++;
}
return this;
}
remove( material ) {
const materialShaders = this.materialCache.get( material );
for ( const shaderStage of materialShaders ) {
shaderStage.usedTimes --;
if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );
}
this.materialCache.delete( material );
return this;
}
getVertexShaderID( material ) {
return this._getShaderStage( material.vertexShader ).id;
}
getFragmentShaderID( material ) {
return this._getShaderStage( material.fragmentShader ).id;
}
dispose() {
this.shaderCache.clear();
this.materialCache.clear();
}
_getShaderCacheForMaterial( material ) {
const cache = this.materialCache;
let set = cache.get( material );
if ( set === undefined ) {
set = new Set();
cache.set( material, set );
}
return set;
}
_getShaderStage( code ) {
const cache = this.shaderCache;
let stage = cache.get( code );
if ( stage === undefined ) {
stage = new WebGLShaderStage( code );
cache.set( code, stage );
}
return stage;
}
}
Methods¶
update(material: any): this
¶
Code
update( material ) {
const vertexShader = material.vertexShader;
const fragmentShader = material.fragmentShader;
const vertexShaderStage = this._getShaderStage( vertexShader );
const fragmentShaderStage = this._getShaderStage( fragmentShader );
const materialShaders = this._getShaderCacheForMaterial( material );
if ( materialShaders.has( vertexShaderStage ) === false ) {
materialShaders.add( vertexShaderStage );
vertexShaderStage.usedTimes ++;
}
if ( materialShaders.has( fragmentShaderStage ) === false ) {
materialShaders.add( fragmentShaderStage );
fragmentShaderStage.usedTimes ++;
}
return this;
}