7 Commits

Author SHA1 Message Date
Robert Plummer
7e62639033 fix: #585 check for inaccurate results for very small kernel
fix: #585 add features.isSpeedTacticSupported and tests
2020-03-30 08:21:09 -04:00
Robert Plummer
61dfe8a46a fix: #572 excessive calls, reuse textures
feat: introduce WebGL._replaceOutputTexture and WebGL._replaceSubOutputTextures to cut down on resource usage
feat: All supportable Math.methods added
fix: Safari not able to render texture arguments
feat: CPU gets a pipeline that acts like GPU with/without immutable
2020-03-22 17:29:26 -04:00
Robert Plummer
a3c930d583 fix: Memory recycling bug, and remove no longer needed renderStrategy
Also cleanup documentation a bit
2019-12-25 09:10:56 -05:00
Robert Plummer
6e2f1dacde feat: Cleanup and bring texture recycling to webgl2, and add unit test 2019-12-22 17:41:29 -05:00
Robert Plummer
ed1cd94448 feat: Added features and fixes for the following issues:
...it kind of snowballed from some needs
Fixes #521 - If `tactic` is not set, check precision allowed from WebGL, and automatically change based off needs, otherwise use value from `tactic`.
Fixes #535 - Internally check if texture from argument is the same as output, if so, clone this texture, and then clean it up after the kernel runs.
Fixes #536 - Normalize all declarations to non-destructured, and then parse
Fixes #537 - Change logic
Fixes #538 - Found the GL script that would work, and reduced the methods to use it
Fixes #539 - Found a better way of testing random, and this gives me an error for 1 in 10 runs, acceptable

Some refactoring for less duplicate code and documentation
2019-11-26 10:55:28 -05:00
Robert Plummer
ee7baf70ba fix: Array handling (2,3,4) for webgl2 & webgl1 (headlessgl next)
fix: Float handling
feat: added `optimizeFloatMemory` to better exemplify what it does and replace `floatTextures` and its voodoo in webgl2
feat: end to end strong type detection
Note: added a bunch of TODO's this is just a good resting point.
2019-04-11 19:41:58 -04:00
Robert Plummer
6050e6a8a6 fix: When literals are returned from kernel, freeze their type
feat: Parse GLSL and get return type and argument types
feat: Properly look up native function return types and cast if needed
feat: Properly look up native function argument types and cast if needed
fix: Move this.chooseKernel() to beginning of GPU instantiation

As well as test all the above
2019-03-13 12:36:19 -04:00