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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;
}
}
class WebGLShaderStage {
constructor( code ) {
this.id = _id ++;
this.code = code;
this.usedTimes = 0;
}
}
export { WebGLShaderCache };
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