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WebGL 2 Compute via Transform Feedback
/**
* Matches against GLSL shader outputs.
*/
const VARYING_REGEX = /[^\w](?:varying|out)\s+\w+\s+(\w+)\s*;/g
/**
* Adds line numbers to a string with an optional starting offset.
*/
const lineNumbers = (source: string, offset = 0): string => source.replace(/^/gm, () => `${offset++}:`)
/**
* Gets the appropriate WebGL data type for a data view.
*/
const getDataType = (data: ArrayBufferView): number | null => {
switch (data.constructor) {
case Float32Array:
return 5126 // FLOAT
case Int8Array:
return 5120 // BYTE
case Int16Array:
return 5122 // SHORT
case Int32Array:
return 5124 // INT
case Uint8Array:
case Uint8ClampedArray:
return 5121 // UNSIGNED_BYTE
case Uint16Array:
return 5123 // UNSIGNED_SHORT
case Uint32Array:
return 5125 // UNSIGNED_INT
default:
return null
}
}
/**
* Represents compute input data.
*/
export interface WebGLComputeInput {
/**
* Input data view.
*/
data: ArrayBufferView
/**
* The size (per vertex) of the data array. Used to allocate data to each vertex.
*/
size: number
/**
* The size (per instance) of the data array. Used to allocate data to each instance.
*/
divisor?: number
/**
* Flags this input for update.
*/
needsUpdate?: boolean
}
/**
* WebGLCompute constructor parameters. Accepts a list of program inputs and compute shader source.
*/
export interface WebGLComputeOptions {
instances?: number
inputs: Record<string, WebGLComputeInput>
compute: string
}
/**
* Represents a compute result.
*/
export type WebGLComputeResult = Record<string, Float32Array>
/**
* Represents internal compiled state.
*/
export interface Compiled {
program: WebGLProgram
VAO: WebGLVertexArrayObject
transformFeedback: WebGLTransformFeedback
buffers: Map<string, WebGLBuffer>
containers: Map<string, Float32Array>
length: number
}
/**
* Constructs a WebGL compute program via transform feedback. Can be used to compute and serialize data from the GPU.
*/
export class WebGLCompute {
readonly gl: WebGL2RenderingContext
private _fragmentShader: WebGLShader
private _compiled = new Map<WebGLComputeOptions, Compiled>()
constructor(gl = document.createElement('canvas').getContext('webgl2')!) {
this.gl = gl
this._fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER)!
this.gl.shaderSource(this._fragmentShader, '#version 300 es\nvoid main(){}')
this.gl.compileShader(this._fragmentShader)
}
/**
* Compiles a transform feedback program from compute options.
*/
compile(options: WebGLComputeOptions): Compiled {
let compiled = this._compiled.get(options)
if (compiled) {
this.gl.bindVertexArray(compiled.VAO)
for (const [name, buffer] of compiled.buffers) {
const input = options.inputs[name]
if (!input.needsUpdate) continue
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer)
this.gl.bufferData(this.gl.ARRAY_BUFFER, input.data, this.gl.DYNAMIC_READ)
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null)
input.needsUpdate = false
}
this.gl.bindVertexArray(null)
return compiled
}
// Parse outputs from shader source
const outputs = Array.from(options.compute.matchAll(VARYING_REGEX)).map(([, varying]) => varying)
// Compile shaders, configure output varyings
const program = this.gl.createProgram()!
const vertexShader = this.gl.createShader(this.gl.VERTEX_SHADER)!
this.gl.shaderSource(vertexShader, options.compute)
this.gl.compileShader(vertexShader)
this.gl.attachShader(program, vertexShader)
this.gl.attachShader(program, this._fragmentShader)
this.gl.transformFeedbackVaryings(program, outputs, this.gl.SEPARATE_ATTRIBS)
this.gl.linkProgram(program)
const shaderError = this.gl.getShaderInfoLog(vertexShader)
if (shaderError) throw `Error compiling shader: ${shaderError}\n${lineNumbers(options.compute)}`
const programError = this.gl.getProgramInfoLog(program)
if (programError) throw `Error compiling program: ${this.gl.getProgramInfoLog(program)}`
this.gl.detachShader(program, vertexShader)
this.gl.detachShader(program, this._fragmentShader)
this.gl.deleteShader(vertexShader)
// Init VAO state (input)
const VAO = this.gl.createVertexArray()!
this.gl.bindVertexArray(VAO)
let length = 0
const buffers = new Map<string, WebGLBuffer>()
for (const name in options.inputs) {
const input = options.inputs[name]
const buffer = this.gl.createBuffer()!
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer)
this.gl.bufferData(this.gl.ARRAY_BUFFER, input.data, this.gl.STATIC_READ)
const location = this.gl.getAttribLocation(program, name)
const slots = Math.min(4, Math.max(1, Math.floor(input.size / 3)))
for (let i = 0; i < slots; i++) {
this.gl.enableVertexAttribArray(location + i)
if (input.data instanceof Float32Array) {
this.gl.vertexAttribPointer(location, input.size, this.gl.FLOAT, false, 0, 0)
} else {
const dataType = getDataType(input.data)!
this.gl.vertexAttribIPointer(location, input.size, dataType, 0, 0)
}
if (input.divisor) this.gl.vertexAttribDivisor(location + i, input.divisor)
}
buffers.set(name, buffer)
length = Math.max(length, (input.data as unknown as ArrayLike<number>).length / input.size)
input.needsUpdate = false
}
this.gl.bindVertexArray(null)
// Init feedback state (output)
const transformFeedback = this.gl.createTransformFeedback()!
this.gl.bindTransformFeedback(this.gl.TRANSFORM_FEEDBACK, transformFeedback)
const containers = new Map<string, Float32Array>()
for (let i = 0; i < outputs.length; i++) {
const output = outputs[i]
const data = new Float32Array(length)
containers.set(output, data)
const buffer = this.gl.createBuffer()!
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer)
this.gl.bufferData(this.gl.ARRAY_BUFFER, data, this.gl.STATIC_COPY)
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null)
buffers.set(output, buffer)
this.gl.bindBufferBase(this.gl.TRANSFORM_FEEDBACK_BUFFER, i, buffer)
}
this.gl.bindTransformFeedback(this.gl.TRANSFORM_FEEDBACK, null)
compiled = { program, VAO, transformFeedback, buffers, containers, length }
this._compiled.set(options, compiled)
return compiled
}
/**
* Runs and reads from the compute program.
*/
compute(options: WebGLComputeOptions): WebGLComputeResult {
const compiled = this.compile(options)
// Run compute
this.gl.useProgram(compiled.program)
this.gl.bindVertexArray(compiled.VAO)
this.gl.bindTransformFeedback(this.gl.TRANSFORM_FEEDBACK, compiled.transformFeedback)
this.gl.enable(this.gl.RASTERIZER_DISCARD)
this.gl.beginTransformFeedback(this.gl.POINTS)
this.gl.drawArraysInstanced(this.gl.POINTS, 0, compiled.length, options.instances ?? 1)
this.gl.endTransformFeedback()
this.gl.useProgram(null)
this.gl.bindVertexArray(null)
this.gl.bindTransformFeedback(this.gl.TRANSFORM_FEEDBACK, null)
this.gl.disable(this.gl.RASTERIZER_DISCARD)
// Read output buffer data
const output: WebGLComputeResult = {}
for (const [name, data] of compiled.containers) {
const buffer = compiled.buffers.get(name)!
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer)
this.gl.getBufferSubData(this.gl.ARRAY_BUFFER, 0, data)
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null)
output[name] = data
}
return output
}
/**
* Disposes the compute pipeline from GPU memory.
*/
dispose(): void {
this.gl.deleteShader(this._fragmentShader)
for (const [, compiled] of this._compiled) {
this.gl.deleteProgram(compiled.program)
this.gl.deleteVertexArray(compiled.VAO)
this.gl.deleteTransformFeedback(compiled.transformFeedback)
compiled.buffers.forEach((buffer) => this.gl.deleteBuffer(buffer))
}
this._compiled.clear()
}
}
const renderer = new WebGLCompute()
const result = renderer.compute({
instances: 1,
inputs: {
source: {
data: new Float32Array([0, 1, 2, 3, 4]),
size: 1,
},
},
compute: /* glsl */ `#version 300 es
in float source;
out float result;
void main() {
result = source + float(gl_VertexID);
}
`,
})
// { result: Float32Array(5) [0, 2, 4, 6, 8] }
console.log(result)
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