gpu.js/examples/internal-variable-precision.html
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

53 lines
1.4 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>GPU.js Internal Variable Precision</title>
</head>
<body>
<h2>GPU.js Internal variable precision: <span id="ivp"></span></h2>
</body>
<script src="../dist/gpu-browser.min.js"></script>
<script>
const ivp = document.getElementById('ivp');
const gpu = new GPU();
const startSize = 10;
const fullSize = window.innerWidth;
const kernel = gpu.createKernel(function() {
const x = this.thread.x / this.output.x;
const y = this.thread.y / this.output.y;
this.color(x, y, y, 1);
}, {
graphical: true,
dynamicOutput: true,
precision: 'unsigned'
});
document.body.appendChild(kernel.canvas);
let currentSize = startSize;
// const expected = 0;
// let tore = false;
function render() {
if (currentSize < fullSize) {
kernel.setOutput([
++currentSize,
currentSize
]);
kernel();
// const pixels = kernel.getPixels();
// if (tore || pixels[kernel.canvas.width * 4] !== expected) {
// tore = true;
// if (!confirm(`canvas tore at ${currentSize}x${currentSize}, continue?`)) {
// return;
// }
// }
ivp.textContent = kernel.getVariablePrecisionString();
requestAnimationFrame(render);
} else {
alert('reached the width of the window without tearing');
}
}
requestAnimationFrame(render);
</script>
</html>