Add parallel compiler

This commit is contained in:
schmelczerandras 2020-09-17 16:04:09 +02:00
parent adbd933955
commit 36c64554f5
14 changed files with 260 additions and 181 deletions

View file

@ -1,12 +1,11 @@
import { vec2, vec3 } from 'gl-matrix';
import { Drawable } from '../../drawables/drawable';
import { DrawableDescriptor } from '../../drawables/drawable-descriptor';
import { CircleLight } from '../../drawables/lights/circle-light';
import { Flashlight } from '../../drawables/lights/flashlight';
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
import { ParallelCompiler } from '../graphics-library/parallel-compiler';
import { FpsAutoscaler } from './fps-autoscaler';
import { Insights } from './insights';
import { Renderer } from './renderer';
@ -29,6 +28,7 @@ export class WebGl2Renderer implements Renderer {
private lightingFrameBuffer: DefaultFrameBuffer;
private passes: Passes;
private autoscaler: FpsAutoscaler;
private settings: WebGl2RendererSettings;
private static defaultSettings: WebGl2RendererSettings = {
enableHighDpiRendering: true,
@ -42,24 +42,26 @@ export class WebGl2Renderer implements Renderer {
constructor(
private canvas: HTMLCanvasElement,
descriptors: Array<DrawableDescriptor>,
palette: Array<vec3>,
private descriptors: Array<DrawableDescriptor>,
private palette: Array<vec3>,
settingsOverrides: Partial<WebGl2RendererSettings>
) {
const settings = { ...WebGl2Renderer.defaultSettings, ...settingsOverrides };
this.settings = { ...WebGl2Renderer.defaultSettings, ...settingsOverrides };
this.gl = getWebGl2Context(canvas);
ParallelCompiler.initialize(this.gl);
this.distanceFieldFrameBuffer = new IntermediateFrameBuffer(
this.gl,
settings.enableHighDpiRendering
this.settings.enableHighDpiRendering
);
this.lightingFrameBuffer = new DefaultFrameBuffer(
this.gl,
settings.enableHighDpiRendering
this.settings.enableHighDpiRendering
);
this.passes = this.createPasses(descriptors, palette, settings);
this.passes = this.createPasses();
this.uniformsProvider = new UniformsProvider(this.gl);
@ -71,7 +73,7 @@ export class WebGl2Renderer implements Renderer {
(this.uniformsProvider.softShadowsEnabled = v as boolean),
});
if (settings.enableStopwatch) {
if (this.settings.enableStopwatch) {
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {
@ -81,40 +83,49 @@ export class WebGl2Renderer implements Renderer {
}
@Insights.measure('create render passes')
private createPasses(
descriptors: Array<DrawableDescriptor>,
palette: Array<vec3>,
settings: WebGl2RendererSettings
): Passes {
const allDescriptors = [
...descriptors,
CircleLight.descriptor,
Flashlight.descriptor,
];
private createPasses(): Passes {
return {
[RenderingPassName.distance]: new RenderingPass(
this.gl,
[distanceVertexShader, distanceFragmentShader],
allDescriptors.filter(WebGl2Renderer.hasSdf),
this.distanceFieldFrameBuffer,
settings.shaderMacros,
settings.tileMultiplier
this.settings.tileMultiplier
),
[RenderingPassName.pixel]: new RenderingPass(
this.gl,
[lightsVertexShader, lightsFragmentShader],
allDescriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
this.lightingFrameBuffer,
{
palette: this.generatePaletteCode(palette),
...settings.shaderMacros,
},
settings.tileMultiplier
this.settings.tileMultiplier
),
};
}
@Insights.measure('initialize render passes')
public async initialize(): Promise<void> {
const promises: Array<Promise<void>> = [];
promises.push(
this.passes[RenderingPassName.distance].initialize(
[distanceVertexShader, distanceFragmentShader],
this.descriptors.filter(WebGl2Renderer.hasSdf),
this.settings.shaderMacros
)
);
promises.push(
this.passes[RenderingPassName.pixel].initialize(
[lightsVertexShader, lightsFragmentShader],
this.descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
{
palette: this.generatePaletteCode(this.palette),
...this.settings.shaderMacros,
}
)
);
ParallelCompiler.compilePrograms();
await Promise.all(promises);
}
public get insights(): any {
return Insights.values;
}