WebGPURenderer: improve caches for skinning meshes #32609
+18
−4
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Related issue: #32527
Description
This PR addresses an issue where
WebGPURenderer(and the WebGL fallback) would generate a unique shader for every skinned mesh instance, preventing shader reuse.Problem
Previously,
ReferenceNodedid not have a name, causing the Node Builders (GLSLNodeBuilderandWGSLNodeBuilder) to generate uniform buffer names based on the node's uniqueid(e.g.,NodeBuffer_1179). This resulted in different shader source code for every skinned mesh, forcing the renderer to recompile shaders unnecessarily.Solution
ReferenceNodeto generate a deterministicnamebased on its properties (e.g.,ref_...).GLSLNodeBuilderandWGSLNodeBuilderto prioritize usingnode.namewhen generating uniform names, falling back toidonly if no name is present.This ensures that skinned meshes with the same configuration generate identical shader code, allowing the renderer to cache and reuse the programs effectively.
Known Limitations
There are still two scenarios where meshes sharing the same material will generate different shaders: