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A utility script to allow WebGL GPU capture using Xcode #7154
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/** | ||
* This script allows GPU Profiling on Mac using Xcode's GPU Frame Capture. Please read the instructions | ||
* in the manual: https://developer.playcanvas.com/user-manual/optimization/gpu-profiling/ | ||
*/ | ||
var MacGPUProfiling = pc.createScript('MacGPUProfiling'); | ||
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// Called once after all resources are loaded and initialized | ||
MacGPUProfiling.prototype.initialize = function () { | ||
this.isInitialized = false; | ||
this.device = null; | ||
this.context = null; | ||
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// this is not needed for WebGPU | ||
if (this.app.graphicsDevice.isWebGPU) return; | ||
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// only needed on Mac | ||
if (pc.platform.name !== 'osx') return; | ||
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// Create a new canvas for WebGPU with a smaller size | ||
this.webgpuCanvas = document.createElement('canvas'); | ||
this.webgpuCanvas.width = 20; | ||
this.webgpuCanvas.height = 20; | ||
this.webgpuCanvas.style.position = 'absolute'; | ||
this.webgpuCanvas.style.top = '20px'; // Adjust position if needed | ||
this.webgpuCanvas.style.left = '20px'; // Adjust position if needed | ||
document.body.appendChild(this.webgpuCanvas); | ||
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// Start the asynchronous WebGPU initialization | ||
this.initWebGPU(); | ||
}; | ||
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// Async function for WebGPU initialization | ||
MacGPUProfiling.prototype.initWebGPU = async function () { | ||
// Check for WebGPU support | ||
if (!navigator.gpu) { | ||
console.error('WebGPU is not supported on this browser.'); | ||
return; | ||
} | ||
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// Get WebGPU adapter and device | ||
const adapter = await navigator.gpu.requestAdapter(); | ||
this.device = await adapter.requestDevice(); | ||
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console.log('Created WebGPU device used for profiling'); | ||
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// Create a WebGPU context for the new canvas | ||
this.context = this.webgpuCanvas.getContext('webgpu'); | ||
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// Configure the WebGPU context | ||
const swapChainFormat = 'bgra8unorm'; | ||
this.context.configure({ | ||
device: this.device, | ||
format: swapChainFormat | ||
}); | ||
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// Mark initialization as complete | ||
this.isInitialized = true; | ||
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// Hook into the 'frameend' event | ||
this.app.on('frameend', this.onFrameEnd, this); | ||
}; | ||
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// Called when the 'frameend' event is triggered | ||
MacGPUProfiling.prototype.onFrameEnd = function () { | ||
// If WebGPU is not initialized yet, do nothing | ||
if (!this.isInitialized) return; | ||
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// Clear the WebGPU surface to red after WebGL rendering | ||
this.clearToRed(); | ||
}; | ||
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// Function to clear the WebGPU surface to red | ||
MacGPUProfiling.prototype.clearToRed = function () { | ||
// Get the current texture to render to | ||
const textureView = this.context.getCurrentTexture().createView(); | ||
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// Create a command encoder | ||
const commandEncoder = this.device.createCommandEncoder(); | ||
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// Create a render pass descriptor with a red background | ||
const renderPassDescriptor = { | ||
colorAttachments: [{ | ||
view: textureView, | ||
clearValue: { r: 1.0, g: 0.0, b: 0.0, a: 1.0 }, // Red background | ||
loadOp: 'clear', | ||
storeOp: 'store' | ||
}] | ||
}; | ||
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// render pass | ||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); | ||
passEncoder.end(); | ||
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// Submit the commands to the GPU | ||
this.device.queue.submit([commandEncoder.finish()]); | ||
}; |
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Can we just commit ESM scripts from now on?
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will do at a later date, when we update the examples build process to access ESM scripts from this folder.