Add parallel compiler
This commit is contained in:
parent
adbd933955
commit
36c64554f5
14 changed files with 260 additions and 181 deletions
|
|
@ -1,13 +0,0 @@
|
|||
import { checkShader } from './check-shader';
|
||||
|
||||
export const checkProgram = (gl: WebGL2RenderingContext, program: WebGLProgram) => {
|
||||
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||||
|
||||
if (!success && !gl.isContextLost()) {
|
||||
gl.getAttachedShaders(program)?.forEach((s) => {
|
||||
checkShader(gl, s);
|
||||
});
|
||||
|
||||
throw new Error(gl.getProgramInfoLog(program)!);
|
||||
}
|
||||
};
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
export const checkShader = (gl: WebGL2RenderingContext, shader: WebGLShader) => {
|
||||
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
||||
|
||||
if (!success && !gl.isContextLost()) {
|
||||
throw new Error(gl.getShaderInfoLog(shader)!);
|
||||
}
|
||||
};
|
||||
|
|
@ -1,47 +0,0 @@
|
|||
import { checkProgram } from './check-program';
|
||||
import { createShader } from './create-shader';
|
||||
|
||||
export const createProgram = (
|
||||
gl: WebGL2RenderingContext,
|
||||
vertexShaderSource: string,
|
||||
fragmentShaderSource: string,
|
||||
substitutions: { [name: string]: string }
|
||||
): WebGLProgram => {
|
||||
// can only return null on lost context
|
||||
const program = gl.createProgram()!;
|
||||
|
||||
// const extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
|
||||
|
||||
const vertexShader = createShader(
|
||||
gl,
|
||||
gl.VERTEX_SHADER,
|
||||
vertexShaderSource,
|
||||
substitutions
|
||||
);
|
||||
gl.attachShader(program, vertexShader);
|
||||
|
||||
const fragmentShader = createShader(
|
||||
gl,
|
||||
gl.FRAGMENT_SHADER,
|
||||
fragmentShaderSource,
|
||||
substitutions
|
||||
);
|
||||
|
||||
gl.attachShader(program, fragmentShader);
|
||||
|
||||
gl.linkProgram(program);
|
||||
|
||||
/*if (extension) {
|
||||
const checkCompileStatus = () =>
|
||||
gl.getProgramParameter(program, extension.COMPLETION_STATUS_KHR);
|
||||
|
||||
await waitWhileFalse(checkCompileStatus);
|
||||
}*/
|
||||
|
||||
checkProgram(gl, program);
|
||||
|
||||
gl.deleteShader(vertexShader);
|
||||
gl.deleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
};
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
export const createShader = (
|
||||
gl: WebGL2RenderingContext,
|
||||
type: GLenum,
|
||||
source: string,
|
||||
substitutions: { [name: string]: string }
|
||||
): WebGLShader => {
|
||||
source = source.replace(/{(.+)}/gm, (_, name: string): string => {
|
||||
const value = substitutions[name];
|
||||
return Number.isInteger(value) ? `${value}.0` : value;
|
||||
});
|
||||
|
||||
// can only return null on lost context
|
||||
const shader = gl.createShader(type)!;
|
||||
|
||||
gl.shaderSource(shader, source);
|
||||
gl.compileShader(shader);
|
||||
|
||||
return shader;
|
||||
};
|
||||
131
src/graphics/graphics-library/parallel-compiler.ts
Normal file
131
src/graphics/graphics-library/parallel-compiler.ts
Normal file
|
|
@ -0,0 +1,131 @@
|
|||
import { wait } from '../../helper/wait';
|
||||
import { Insights } from '../rendering/insights';
|
||||
import { tryEnableExtension } from './helper/enable-extension';
|
||||
|
||||
type CompilingProgram = {
|
||||
program: WebGLProgram;
|
||||
resolvePromise: ((program: WebGLProgram) => void) | null;
|
||||
};
|
||||
|
||||
export abstract class ParallelCompiler {
|
||||
private static extension?: any;
|
||||
private static gl: WebGL2RenderingContext;
|
||||
private static programs: Array<CompilingProgram> = [];
|
||||
|
||||
public static initialize(gl: WebGL2RenderingContext) {
|
||||
ParallelCompiler.gl = gl;
|
||||
ParallelCompiler.extension = tryEnableExtension(gl, 'KHR_parallel_shader_compile');
|
||||
}
|
||||
|
||||
public static createProgram(
|
||||
vertexShaderSource: string,
|
||||
fragmentShaderSource: string,
|
||||
substitutions: { [name: string]: string }
|
||||
): Promise<WebGLProgram> {
|
||||
let resolvePromise: ((program: WebGLProgram) => void) | null = null;
|
||||
const promise = new Promise<WebGLProgram>((r) => (resolvePromise = r));
|
||||
|
||||
// can only return null on lost context
|
||||
const program = ParallelCompiler.gl.createProgram()!;
|
||||
|
||||
ParallelCompiler.compileShader(
|
||||
vertexShaderSource,
|
||||
ParallelCompiler.gl.VERTEX_SHADER,
|
||||
program,
|
||||
substitutions
|
||||
);
|
||||
|
||||
ParallelCompiler.compileShader(
|
||||
fragmentShaderSource,
|
||||
ParallelCompiler.gl.FRAGMENT_SHADER,
|
||||
program,
|
||||
substitutions
|
||||
);
|
||||
|
||||
ParallelCompiler.programs.push({
|
||||
program,
|
||||
resolvePromise,
|
||||
});
|
||||
|
||||
return promise;
|
||||
}
|
||||
|
||||
public static async compilePrograms(): Promise<void> {
|
||||
ParallelCompiler.programs.forEach((p) => ParallelCompiler.gl.linkProgram(p.program));
|
||||
|
||||
Insights.setValue('program count', ParallelCompiler.programs.length);
|
||||
|
||||
while (ParallelCompiler.programs.length > 0) {
|
||||
ParallelCompiler.resolveFinishedPrograms();
|
||||
await wait(0);
|
||||
}
|
||||
}
|
||||
|
||||
private static compileShader(
|
||||
source: string,
|
||||
type: GLenum,
|
||||
program: WebGLProgram,
|
||||
substitutions: { [name: string]: string }
|
||||
) {
|
||||
const processedSource = source.replace(/{(.+)}/gm, (_, name: string): string => {
|
||||
const value = substitutions[name];
|
||||
return Number.isInteger(value) ? `${value}.0` : value;
|
||||
});
|
||||
|
||||
// can only return null on lost context
|
||||
const shader = ParallelCompiler.gl.createShader(type)!;
|
||||
|
||||
this.gl.shaderSource(shader, processedSource);
|
||||
this.gl.compileShader(shader);
|
||||
this.gl.attachShader(program, shader);
|
||||
this.gl.deleteShader(shader);
|
||||
}
|
||||
|
||||
private static resolveFinishedPrograms() {
|
||||
const done: Array<CompilingProgram> = [];
|
||||
|
||||
ParallelCompiler.programs.forEach((p) => {
|
||||
if (
|
||||
!ParallelCompiler.extension ||
|
||||
ParallelCompiler.gl.getProgramParameter(
|
||||
p.program,
|
||||
ParallelCompiler.extension.COMPLETION_STATUS_KHR
|
||||
)
|
||||
) {
|
||||
ParallelCompiler.checkProgram(p.program);
|
||||
done.push(p);
|
||||
p.resolvePromise!(p.program);
|
||||
}
|
||||
});
|
||||
|
||||
ParallelCompiler.programs = ParallelCompiler.programs.filter(
|
||||
(p1) => done.findIndex((p2) => p2 === p1) == -1
|
||||
);
|
||||
}
|
||||
|
||||
private static checkProgram(program: WebGLProgram) {
|
||||
const success = ParallelCompiler.gl.getProgramParameter(
|
||||
program,
|
||||
ParallelCompiler.gl.LINK_STATUS
|
||||
);
|
||||
|
||||
if (!success && !ParallelCompiler.gl.isContextLost()) {
|
||||
ParallelCompiler.gl.getAttachedShaders(program)?.forEach((s) => {
|
||||
ParallelCompiler.checkShader(s);
|
||||
});
|
||||
|
||||
throw new Error(ParallelCompiler.gl.getProgramInfoLog(program)!);
|
||||
}
|
||||
}
|
||||
|
||||
private static checkShader(shader: WebGLShader) {
|
||||
const success = ParallelCompiler.gl.getShaderParameter(
|
||||
shader,
|
||||
ParallelCompiler.gl.COMPILE_STATUS
|
||||
);
|
||||
|
||||
if (!success && !ParallelCompiler.gl.isContextLost()) {
|
||||
throw new Error(ParallelCompiler.gl.getShaderInfoLog(shader)!);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3,12 +3,15 @@ import Program from './program';
|
|||
export class FragmentShaderOnlyProgram extends Program {
|
||||
private vao?: WebGLVertexArrayObject;
|
||||
|
||||
constructor(
|
||||
gl: WebGL2RenderingContext,
|
||||
constructor(gl: WebGL2RenderingContext) {
|
||||
super(gl);
|
||||
}
|
||||
|
||||
public async initialize(
|
||||
sources: [string, string],
|
||||
substitutions: { [name: string]: string }
|
||||
) {
|
||||
super(gl, sources, substitutions);
|
||||
): Promise<void> {
|
||||
await super.initialize(sources, substitutions);
|
||||
this.prepareScreenQuad('vertexPosition');
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { createProgram } from '../compiling/create-program';
|
||||
import { loadUniform } from '../helper/load-uniform';
|
||||
import { ParallelCompiler } from '../parallel-compiler';
|
||||
import { IProgram } from './i-program';
|
||||
|
||||
export default abstract class Program implements IProgram {
|
||||
|
|
@ -14,15 +14,15 @@ export default abstract class Program implements IProgram {
|
|||
type: GLenum;
|
||||
}> = [];
|
||||
|
||||
constructor(
|
||||
protected gl: WebGL2RenderingContext,
|
||||
constructor(protected gl: WebGL2RenderingContext) {}
|
||||
|
||||
public async initialize(
|
||||
[vertexShaderSource, fragmentShaderSource]: [string, string],
|
||||
substitutions: { [name: string]: string }
|
||||
) {
|
||||
): Promise<void> {
|
||||
substitutions = { ...substitutions };
|
||||
|
||||
this.program = createProgram(
|
||||
this.gl,
|
||||
this.program = await ParallelCompiler.createProgram(
|
||||
vertexShaderSource,
|
||||
fragmentShaderSource,
|
||||
substitutions
|
||||
|
|
|
|||
|
|
@ -12,24 +12,34 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
}> = [];
|
||||
|
||||
private current?: FragmentShaderOnlyProgram;
|
||||
private descriptors?: Array<DrawableDescriptor>;
|
||||
private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
|
||||
private drawingRectangleSize = vec2.fromValues(1, 1);
|
||||
|
||||
constructor(
|
||||
private gl: WebGL2RenderingContext,
|
||||
constructor(private gl: WebGL2RenderingContext) {}
|
||||
|
||||
public async initialize(
|
||||
shaderSources: [string, string],
|
||||
private descriptors: Array<DrawableDescriptor>,
|
||||
private substitutions: { [name: string]: any }
|
||||
) {
|
||||
descriptors: Array<DrawableDescriptor>,
|
||||
substitutions: { [name: string]: any }
|
||||
): Promise<void> {
|
||||
this.descriptors = descriptors;
|
||||
|
||||
const promises: Array<Promise<void>> = [];
|
||||
|
||||
for (const combination of getCombinations(
|
||||
descriptors.map((o) => o.shaderCombinationSteps)
|
||||
)) {
|
||||
this.createProgram(descriptors, combination, shaderSources);
|
||||
promises.push(
|
||||
this.createProgram(descriptors, substitutions, combination, shaderSources)
|
||||
);
|
||||
}
|
||||
|
||||
await Promise.all(promises);
|
||||
}
|
||||
|
||||
public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
|
||||
const values = this.descriptors.map((d) =>
|
||||
const values = this.descriptors!.map((d) =>
|
||||
uniforms[d.uniformName] ? uniforms[d.uniformName].length : 0
|
||||
);
|
||||
|
||||
|
|
@ -38,7 +48,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
this.current = closest ? closest.program : last(this.programs)?.program;
|
||||
|
||||
if (closest) {
|
||||
this.descriptors.map((d, i) => {
|
||||
this.descriptors!.map((d, i) => {
|
||||
const difference = closest.values[i] - values[i];
|
||||
for (let i = 0; i < difference; i++) {
|
||||
d.empty.serializeToUniforms(uniforms, mat2d.create(), 0);
|
||||
|
|
@ -70,26 +80,26 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
this.programs.forEach((p) => p.program.delete());
|
||||
}
|
||||
|
||||
private createProgram(
|
||||
private async createProgram(
|
||||
descriptors: Array<DrawableDescriptor>,
|
||||
substitutions: { [name: string]: any },
|
||||
combination: Array<number>,
|
||||
shaderSources: [string, string]
|
||||
): FragmentShaderOnlyProgram {
|
||||
const substitutions = {
|
||||
...this.substitutions,
|
||||
): Promise<void> {
|
||||
const processedSubstitutions = {
|
||||
...substitutions,
|
||||
macroDefinitions: this.getMacroDefinitions(combination, descriptors),
|
||||
declarations: this.getDeclarations(combination, descriptors),
|
||||
functionCalls: this.getFunctionCalls(combination, descriptors),
|
||||
};
|
||||
|
||||
const program = new FragmentShaderOnlyProgram(this.gl, shaderSources, substitutions);
|
||||
const program = new FragmentShaderOnlyProgram(this.gl);
|
||||
await program.initialize(shaderSources, processedSubstitutions);
|
||||
|
||||
this.programs.push({
|
||||
program,
|
||||
values: combination,
|
||||
});
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
private getMacroDefinitions(
|
||||
|
|
@ -97,13 +107,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
|
|||
descriptors: Array<DrawableDescriptor>
|
||||
): string {
|
||||
return combination
|
||||
.map(
|
||||
(v, i) => `
|
||||
#ifndef ${descriptors[i].uniformCountMacroName}
|
||||
#define ${descriptors[i].uniformCountMacroName} ${v}
|
||||
#endif
|
||||
`
|
||||
)
|
||||
.map((v, i) => `#define ${descriptors[i].uniformCountMacroName} ${v}`)
|
||||
.join('\n');
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue