Jonathan Todd 8201825f2e broken
2019-02-10 21:36:05 -06:00

1048 lines
32 KiB
JavaScript

'use strict';
const WebGLKernel = require('../web-gl/kernel');
const utils = require('../../core/utils');
const Texture = require('../../core/texture');
const fragShaderString = require('./shader-frag');
const vertShaderString = require('./shader-vert');
module.exports = class WebGL2Kernel extends WebGLKernel {
static get fragShaderString() {
return fragShaderString;
}
static get vertShaderString() {
return vertShaderString;
}
initWebGl() {
return utils.initWebGl2(this.getCanvas());
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name validateOptions
*
* @desc Validate options related to Kernel, such as
* floatOutputs and Textures, texSize, output,
* graphical output.
*
*/
validateOptions() {
const isFloatReadPixel = utils.isFloatReadPixelsSupportedWebGL2();
if (this.floatOutput === true && this.floatOutputForce !== true && !isFloatReadPixel) {
throw new Error('Float texture outputs are not supported on this browser');
} else if (this.floatTextures === undefined) {
this.floatTextures = true;
this.floatOutput = isFloatReadPixel;
}
const hasIntegerDivisionBug = utils.hasIntegerDivisionAccuracyBug();
if (this.fixIntegerDivisionAccuracy === null) {
this.fixIntegerDivisionAccuracy = hasIntegerDivisionBug;
} else if (this.fixIntegerDivisionAccuracy && !hasIntegerDivisionBug) {
this.fixIntegerDivisionAccuracy = false;
}
utils.checkOutput(this.output);
if (!this.output || this.output.length === 0) {
if (arguments.length !== 1) {
throw new Error('Auto output only supported for kernels with only one input');
}
const argType = utils.getArgumentType(arguments[0]);
if (argType === 'Array') {
this.output = utils.getDimensions(argType);
} else if (argType === 'NumberTexture' || argType === 'ArrayTexture(4)') {
this.output = arguments[0].output;
} else {
throw new Error('Auto output not supported for input type: ' + argType);
}
}
this.texSize = utils.dimToTexSize({
floatTextures: this.floatTextures,
floatOutput: this.floatOutput
}, this.output, true);
if (this.graphical) {
if (this.output.length !== 2) {
throw new Error('Output must have 2 dimensions on graphical mode');
}
if (this.floatOutput) {
this.floatOutput = false;
console.warn('Cannot use graphical mode and float output at the same time');
}
this.texSize = utils.clone(this.output);
} else if (this.floatOutput === undefined) {
this.floatOutput = true;
}
if (this.floatOutput || this.floatOutputForce) {
this._webGl.getExtension('EXT_color_buffer_float');
}
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name run
*
* @desc Run the kernel program, and send the output to renderOutput
*
* <p> This method calls a helper method *renderOutput* to return the result. </p>
*
* @returns {Object|Undefined} Result The final output of the program, as float, and as Textures for reuse.
*
*
*/
run() {
if (this.program === null) {
this.build.apply(this, arguments);
}
const paramNames = this.paramNames;
const paramTypes = this.paramTypes;
const texSize = this.texSize;
const gl = this._webGl;
gl.useProgram(this.program);
gl.scissor(0, 0, texSize[0], texSize[1]);
if (!this.hardcodeConstants) {
this.setUniform3iv('uOutputDim', new Int32Array(this.threadDim));
this.setUniform2iv('uTexSize', texSize);
}
this.setUniform2f('ratio', texSize[0] / this.maxTexSize[0], texSize[1] / this.maxTexSize[1]);
this.argumentsLength = 0;
for (let texIndex = 0; texIndex < paramNames.length; texIndex++) {
this._addArgument(arguments[texIndex], paramTypes[texIndex], paramNames[texIndex]);
}
if (this.constrainStart || this.constrainEnd) {
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
if (this.constrainStart) {
} else {
}
if (this.constrainEnd) {
} else {
}
var vertices = [-0.5, 0.5, 0.0, -0.5, -0.5, 0.0,
0.5, -0.5, 0.0,
0.5, 0.5, 0.0
];
var indices = [3, 2, 1, 3, 1, 0];
// Create an empty buffer object to store vertex buffer
var vertex_buffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Unbind the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Create an empty buffer object to store Index buffer
var Index_Buffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// Unbind the buffer
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
// original
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawArrays(gl.TRIANGLES, 0, 6);
return;
}
if (this.graphical) {
if (this.outputToTexture) {
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
if (!this.outputTexture || this.outputImmutable) {
this._setupOutputTexture();
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
return new Texture(this.outputTexture, texSize, this.threadDim, this.output, this._webGl, 'ArrayTexture(4)');
}
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
return;
}
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
if (this.outputImmutable) {
this._setupOutputTexture();
}
const outputTexture = this.outputTexture;
if (this.subKernelOutputVariableNames !== null) {
if (this.outputImmutable) {
this.subKernelOutputTextures = [];
this._setupSubOutputTextures(this.subKernelOutputVariableNames.length);
}
gl.drawBuffers(this.drawBuffersMap);
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
if (this.subKernelOutputTextures !== null) {
if (this.subKernels !== null) {
const output = [];
output.result = this.renderOutput(outputTexture);
for (let i = 0; i < this.subKernels.length; i++) {
output.push(new Texture(this.subKernelOutputTextures[i], texSize, this.threadDim, this.output, this._webGl));
}
return output;
} else if (this.subKernelProperties !== null) {
const output = {
result: this.renderOutput(outputTexture)
};
let i = 0;
for (let p in this.subKernelProperties) {
if (!this.subKernelProperties.hasOwnProperty(p)) continue;
output[p] = new Texture(this.subKernelOutputTextures[i], texSize, this.threadDim, this.output, this._webGl);
i++;
}
return output;
}
}
return this.renderOutput(outputTexture);
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name getOutputTexture
*
* @desc This return defined outputTexture, which is setup in .build(), or if immutable, is defined in .run()
*
* @returns {Object} Output Texture Cache
*
*/
getOutputTexture() {
return this.outputTexture;
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _setupOutputTexture
* @private
*
* @desc Setup and replace output texture
*/
_setupOutputTexture() {
const gl = this._webGl;
const texSize = this.texSize;
const texture = this.outputTexture = this._webGl.createTexture();
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.paramNames.length);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
if (this.floatOutput) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, texSize[0], texSize[1], 0, gl.RGBA, gl.FLOAT, null);
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize[0], texSize[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
}
/**
* @memberOf WebGL2Kernel#
* @param length
* @private
*
* @desc Setup and replace sub-output textures
*/
_setupSubOutputTextures(length) {
const gl = this._webGl;
const texSize = this.texSize;
const drawBuffersMap = this.drawBuffersMap = [gl.COLOR_ATTACHMENT0];
const textures = this.subKernelOutputTextures = [];
for (let i = 0; i < length; i++) {
const texture = this._webGl.createTexture();
textures.push(texture);
drawBuffersMap.push(gl.COLOR_ATTACHMENT0 + i + 1);
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.paramNames.length + i);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
if (this.floatOutput) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, texSize[0], texSize[1], 0, gl.RGBA, gl.FLOAT, null);
} else {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, texSize[0], texSize[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i + 1, gl.TEXTURE_2D, texture, 0);
}
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _addArgument
*
* @desc Adds kernel parameters to the Argument Texture,
* binding it to the webGl instance, etc.
*
* @param {Array|Texture|Number} value - The actual argument supplied to the kernel
* @param {String} type - Type of the argument
* @param {String} name - Name of the argument
*
*/
_addArgument(value, type, name) {
const gl = this._webGl;
const argumentTexture = this.getArgumentTexture(name);
if (value instanceof Texture) {
type = value.type;
}
switch (type) {
case 'Array':
{
const dim = utils.getDimensions(value, true);
const size = utils.dimToTexSize({
floatTextures: this.floatTextures,
floatOutput: this.floatOutput
}, dim);
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.argumentsLength);
gl.bindTexture(gl.TEXTURE_2D, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
let length = size[0] * size[1];
const {
valuesFlat,
bitRatio
} = this._formatArrayTransfer(value, length);
let buffer;
if (this.floatTextures) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, size[0], size[1], 0, gl.RGBA, gl.FLOAT, valuesFlat);
} else {
buffer = new Uint8Array(valuesFlat.buffer);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size[0] / bitRatio, size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
}
if (!this.hardcodeConstants) {
this.setUniform3iv(`user_${name}Dim`, dim);
this.setUniform2iv(`user_${name}Size`, size);
}
this.setUniform1i(`user_${name}BitRatio`, bitRatio);
this.setUniform1i(`user_${name}`, this.argumentsLength);
break;
}
case 'Integer':
case 'Float':
case 'Number':
{
this.setUniform1f(`user_${name}`, value);
break;
}
case 'Input':
{
const input = value;
const dim = input.size;
const size = utils.dimToTexSize({
floatTextures: this.floatTextures,
floatOutput: this.floatOutput
}, dim);
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.argumentsLength);
gl.bindTexture(gl.TEXTURE_2D, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
let length = size[0] * size[1];
const {
valuesFlat,
bitRatio
} = this._formatArrayTransfer(value.value, length);
if (this.floatTextures) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, size[0], size[1], 0, gl.RGBA, gl.FLOAT, inputArray);
} else {
const buffer = new Uint8Array(valuesFlat.buffer);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size[0] / bitRatio, size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
}
if (!this.hardcodeConstants) {
this.setUniform3iv(`user_${name}Dim`, dim);
this.setUniform2iv(`user_${name}Size`, size);
}
this.setUniform1i(`user_${name}BitRatio`, bitRatio);
this.setUniform1i(`user_${name}`, this.argumentsLength);
break;
}
case 'HTMLImage':
{
const inputImage = value;
const dim = [inputImage.width, inputImage.height, 1];
const size = [inputImage.width, inputImage.height];
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.argumentsLength);
gl.bindTexture(gl.TEXTURE_2D, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// Upload the image into the texture.
const mipLevel = 0; // the largest mip
const internalFormat = gl.RGBA; // format we want in the texture
const srcFormat = gl.RGBA; // format of data we are supplying
const srcType = gl.UNSIGNED_BYTE; // type of data we are supplying
gl.texImage2D(gl.TEXTURE_2D,
mipLevel,
internalFormat,
srcFormat,
srcType,
inputImage);
this.setUniform3iv(`user_${name}Dim`, dim);
this.setUniform2iv(`user_${name}Size`, size);
this.setUniform1i(`user_${name}`, this.argumentsLength);
break;
}
case 'HTMLImageArray':
{
const inputImages = value;
const dim = [inputImages[0].width, inputImages[0].height, inputImages.length];
const size = [inputImages[0].width, inputImages[0].height];
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.argumentsLength);
gl.bindTexture(gl.TEXTURE_2D_ARRAY, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// Upload the images into the texture.
const mipLevel = 0; // the largest mip
const internalFormat = gl.RGBA; // format we want in the texture
const width = inputImages[0].width;
const height = inputImages[0].height;
const textureDepth = inputImages.length;
const border = 0;
const srcFormat = gl.RGBA; // format of data we are supplying
const srcType = gl.UNSIGNED_BYTE; // type of data we are supplying
gl.texImage3D(
gl.TEXTURE_2D_ARRAY,
mipLevel,
internalFormat,
width,
height,
textureDepth,
border,
srcFormat,
srcType,
null
);
for (let i = 0; i < inputImages.length; i++) {
const xOffset = 0;
const yOffset = 0;
const imageDepth = 1;
gl.texSubImage3D(
gl.TEXTURE_2D_ARRAY,
mipLevel,
xOffset,
yOffset,
i,
inputImages[i].width,
inputImages[i].height,
imageDepth,
srcFormat,
srcType,
inputImages[i]
);
}
this.setUniform3iv(`user_${name}Dim`, dim);
this.setUniform2iv(`user_${name}Size`, size);
this.setUniform1i(`user_${name}`, this.argumentsLength);
break;
}
case 'ArrayTexture(4)':
case 'NumberTexture':
{
const inputTexture = value;
const dim = inputTexture.dimensions;
const size = inputTexture.size;
gl.activeTexture(gl.TEXTURE0 + this.constantsLength + this.argumentsLength);
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
this.setUniform3iv(`user_${name}Dim`, dim);
this.setUniform2iv(`user_${name}Size`, size);
this.setUniform1i(`user_${name}BitRatio`, 1); // always float32
this.setUniform1i(`user_${name}`, this.argumentsLength);
break;
}
default:
throw new Error('Input type not supported (WebGL): ' + value);
}
this.argumentsLength++;
}
/**
* @memberOf WebGLKernel#
* @function
* @name _getMainConstantsString
*
*/
_getMainConstantsString() {
const result = [];
if (this.constants) {
for (let name in this.constants) {
if (!this.constants.hasOwnProperty(name)) continue;
let value = this.constants[name];
let type = utils.getArgumentType(value);
switch (type) {
case 'Integer':
result.push('const float constants_' + name + ' = ' + parseInt(value) + '.0');
break;
case 'Float':
result.push('const float constants_' + name + ' = ' + parseFloat(value));
break;
case 'Array':
case 'Input':
case 'HTMLImage':
case 'ArrayTexture(4)':
case 'NumberTexture':
result.push(
`uniform highp sampler2D constants_${ name }`,
`uniform highp ivec2 constants_${ name }Size`,
`uniform highp ivec3 constants_${ name }Dim`,
`uniform highp int constants_${ name }BitRatio`
);
break;
case 'HTMLImageArray':
result.push(
`uniform highp sampler2DArray constants_${ name }`,
`uniform highp ivec2 constants_${ name }Size`,
`uniform highp ivec3 constants_${ name }Dim`,
`uniform highp int constants_${ name }BitRatio`
);
break;
default:
throw new Error(`Unsupported constant ${ name } type ${ type }`);
}
}
}
return this._linesToString(result);
}
/**
* @memberOf WebGLKernel#
* @function
* @name _addConstant
*
* @desc Adds kernel parameters to the Argument Texture,
* binding it to the webGl instance, etc.
*
* @param {Array|Texture|Number} value - The actual argument supplied to the kernel
* @param {String} type - Type of the argument
* @param {String} name - Name of the argument
*
*/
_addConstant(value, type, name) {
const gl = this._webGl;
const argumentTexture = this.getArgumentTexture(name);
if (value instanceof Texture) {
type = value.type;
}
switch (type) {
case 'Array':
{
const dim = utils.getDimensions(value, true);
const size = utils.dimToTexSize({
floatTextures: this.floatTextures,
floatOutput: this.floatOutput
}, dim);
gl.activeTexture(gl.TEXTURE0 + this.constantsLength);
gl.bindTexture(gl.TEXTURE_2D, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
let length = size[0] * size[1];
const {
valuesFlat,
bitRatio
} = this._formatArrayTransfer(value, length);
let buffer;
if (this.floatTextures) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size[0], size[1], 0, gl.RGBA, gl.FLOAT, valuesFlat);
} else {
buffer = new Uint8Array(valuesFlat.buffer);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size[0] / bitRatio, size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
}
if (!this.hardcodeConstants) {
this.setUniform3iv(`constants_${name}Dim`, dim);
this.setUniform2iv(`constants_${name}Size`, size);
}
this.setUniform1i(`constants_${name}BitRatio`, bitRatio);
this.setUniform1i(`constants_${name}`, this.constantsLength);
break;
}
case 'Input':
{
const input = value;
const dim = input.size;
const size = utils.dimToTexSize({
floatTextures: this.floatTextures,
floatOutput: this.floatOutput
}, dim);
gl.activeTexture(gl.TEXTURE0 + this.constantsLength);
gl.bindTexture(gl.TEXTURE_2D, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
let length = size[0] * size[1];
const {
valuesFlat,
bitRatio
} = this._formatArrayTransfer(value.value, length);
if (this.floatTextures) {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, size[0], size[1], 0, gl.RGBA, gl.FLOAT, inputArray);
} else {
const buffer = new Uint8Array(valuesFlat.buffer);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size[0] / bitRatio, size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, buffer);
}
if (!this.hardcodeConstants) {
this.setUniform3iv(`constants_${name}Dim`, dim);
this.setUniform2iv(`constants_${name}Size`, size);
}
this.setUniform1i(`constants_${name}BitRatio`, bitRatio);
this.setUniform1i(`constants_${name}`, this.constantsLength);
break;
}
case 'HTMLImage':
{
const inputImage = value;
const dim = [inputImage.width, inputImage.height, 1];
const size = [inputImage.width, inputImage.height];
gl.activeTexture(gl.TEXTURE0 + this.constantsLength);
gl.bindTexture(gl.TEXTURE_2D, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// Upload the image into the texture.
const mipLevel = 0; // the largest mip
const internalFormat = gl.RGBA; // format we want in the texture
const srcFormat = gl.RGBA; // format of data we are supplying
const srcType = gl.UNSIGNED_BYTE; // type of data we are supplying
gl.texImage2D(gl.TEXTURE_2D,
mipLevel,
internalFormat,
srcFormat,
srcType,
inputImage);
this.setUniform3iv(`constants_${name}Dim`, dim);
this.setUniform2iv(`constants_${name}Size`, size);
this.setUniform1i(`constants_${name}`, this.constantsLength);
break;
}
case 'HTMLImageArray':
{
const inputImages = value;
const dim = [inputImages[0].width, inputImages[0].height, inputImages.length];
const size = [inputImages[0].width, inputImages[0].height];
gl.activeTexture(gl.TEXTURE0 + this.constantsLength);
gl.bindTexture(gl.TEXTURE_2D_ARRAY, argumentTexture);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// Upload the images into the texture.
const mipLevel = 0; // the largest mip
const internalFormat = gl.RGBA; // format we want in the texture
const width = inputImages[0].width;
const height = inputImages[0].height;
const textureDepth = inputImages.length;
const border = 0;
const srcFormat = gl.RGBA; // format of data we are supplying
const srcType = gl.UNSIGNED_BYTE; // type of data we are supplying
gl.texImage3D(
gl.TEXTURE_2D_ARRAY,
mipLevel,
internalFormat,
width,
height,
textureDepth,
border,
srcFormat,
srcType,
null
);
for (let i = 0; i < inputImages.length; i++) {
const xOffset = 0;
const yOffset = 0;
const imageDepth = 1;
gl.texSubImage3D(
gl.TEXTURE_2D_ARRAY,
mipLevel,
xOffset,
yOffset,
i,
inputImages[i].width,
inputImages[i].height,
imageDepth,
srcFormat,
srcType,
inputImages[i]
);
}
this.setUniform3iv(`constants_${name}Dim`, dim);
this.setUniform2iv(`constants_${name}Size`, size);
this.setUniform1i(`constants_${name}`, this.constantsLength);
break;
}
case 'ArrayTexture(4)':
case 'NumberTexture':
{
const inputTexture = value;
const dim = inputTexture.dimensions;
const size = inputTexture.size;
gl.activeTexture(gl.TEXTURE0 + this.constantsLength);
gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture);
this.setUniform3iv(`constants_${name}Dim`, dim);
this.setUniform2iv(`constants_${name}Size`, size);
this.setUniform1i(`constants_${name}BitRatio`, 1); // aways float32
this.setUniform1i(`constants_${name}`, this.constantsLength);
break;
}
case 'Integer':
case 'Float':
default:
throw new Error('Input type not supported (WebGL): ' + value);
}
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getGetResultString
*
*/
_getGetResultString() {
if (!this.floatTextures) {
return ' return decode(texel, x, bitRatio);';
}
return ' return texel[channel];';
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getHeaderString
*
* @desc Get the header string for the program.
* This returns an empty string if no sub-kernels are defined.
*
* @returns {String} result
*
*/
_getHeaderString() {
return '';
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getTextureCoordinate
*
* @desc Get texture coordinate string for the program
*
* @returns {String} result
*
*/
_getTextureCoordinate() {
const names = this.subKernelOutputVariableNames;
if (names === null || names.length < 1) {
return 'in highp vec2 vTexCoord;\n';
} else {
return 'out highp vec2 vTexCoord;\n';
}
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getMainParamsString
*
* @desc Generate transpiled glsl Strings for user-defined parameters sent to a kernel
*
* @param {Array} args - The actual parameters sent to the Kernel
*
* @returns {String} result
*
*/
_getMainParamsString(args) {
const result = [];
const paramTypes = this.paramTypes;
const paramNames = this.paramNames;
for (let i = 0; i < paramNames.length; i++) {
const param = args[i];
const paramName = paramNames[i];
const paramType = paramTypes[i];
if (this.hardcodeConstants) {
if (paramType === 'Array' || paramType === 'NumberTexture' || paramType === 'ArrayTexture(4)') {
const paramDim = utils.getDimensions(param, true);
const paramSize = utils.dimToTexSize({
floatTextures: this.floatTextures,
floatOutput: this.floatOutput
}, paramDim);
result.push(
`uniform highp sampler2D user_${ paramName }`,
`highp ivec2 user_${ paramName }Size = ivec2(${ paramSize[0] }, ${ paramSize[1] })`,
`highp ivec3 user_${ paramName }Dim = ivec3(${ paramDim[0] }, ${ paramDim[1]}, ${ paramDim[2] })`,
`uniform highp int user_${ paramName }BitRatio`
);
} else if (paramType === 'Integer') {
result.push(`highp float user_${ paramName } = ${ param }.0`);
} else if (paramType === 'Float') {
result.push(`highp float user_${ paramName } = ${ param }`);
}
} else {
if (paramType === 'Array' || paramType === 'NumberTexture' || paramType === 'ArrayTexture(4)' || paramType === 'Input' || paramType === 'HTMLImage') {
result.push(
`uniform highp sampler2D user_${ paramName }`,
`uniform highp ivec2 user_${ paramName }Size`,
`uniform highp ivec3 user_${ paramName }Dim`
);
if (paramType !== 'HTMLImage') {
result.push(`uniform highp int user_${ paramName }BitRatio`)
}
} else if (paramType === 'HTMLImageArray') {
result.push(
`uniform highp sampler2DArray user_${ paramName }`,
`uniform highp ivec2 user_${ paramName }Size`,
`uniform highp ivec3 user_${ paramName }Dim`
);
} else if (paramType === 'Integer' || paramType === 'Float') {
result.push(`uniform float user_${ paramName }`);
}
}
}
return this._linesToString(result);
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getKernelString
*
* @desc Get Kernel program string (in *glsl*) for a kernel.
*
* @returns {String} result
*
*/
_getKernelString() {
const result = [];
const names = this.subKernelOutputVariableNames;
if (names !== null) {
result.push('float kernelResult = 0.0');
result.push('layout(location = 0) out vec4 data0');
for (let i = 0; i < names.length; i++) {
result.push(
`float ${ names[i] } = 0.0`,
`layout(location = ${ i + 1 }) out vec4 data${ i + 1 }`
);
}
} else {
result.push('out vec4 data0');
result.push('float kernelResult = 0.0');
}
return this._linesToString(result) + this.functionBuilder.getPrototypeString('kernel');
}
/**
*
* @memberOf WebGL2Kernel#
* @function
* @name _getMainResultString
*
* @desc Get main result string with checks for floatOutput, graphical, subKernelsOutputs, etc.
*
* @returns {String} result
*
*/
_getMainResultString() {
const names = this.subKernelOutputVariableNames;
const result = [];
if (this.floatOutput) {
result.push(' index *= 4');
}
if (this.graphical) {
result.push(
' threadId = indexTo3D(index, uOutputDim)',
' kernel()',
' data0 = actualColor'
);
} else if (this.floatOutput) {
const channels = ['r', 'g', 'b', 'a'];
for (let i = 0; i < channels.length; ++i) {
result.push(' threadId = indexTo3D(index, uOutputDim)');
result.push(' kernel()');
if (names) {
result.push(` data0.${channels[i]} = kernelResult`);
for (let j = 0; j < names.length; ++j) {
result.push(` data${ j + 1 }.${channels[i]} = ${ names[j] }`);
}
} else {
result.push(` data0.${channels[i]} = kernelResult`);
}
if (i < channels.length - 1) {
result.push(' index += 1');
}
}
} else if (names !== null) {
result.push(' threadId = indexTo3D(index, uOutputDim)');
result.push(' kernel()');
result.push(' data0 = encode32(kernelResult)');
for (let i = 0; i < names.length; i++) {
result.push(` data${ i + 1 } = encode32(${ names[i] })`);
}
} else {
result.push(
' threadId = indexTo3D(index, uOutputDim)',
' kernel()',
' data0 = encode32(kernelResult)'
);
}
return this._linesToString(result);
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _addKernels
*
* @desc Adds all the sub-kernels supplied with this Kernel instance.
*
*/
_addKernels() {
const builder = this.functionBuilder;
const gl = this._webGl;
builder.addFunctions(this.functions, {
constants: this.constants,
output: this.output
});
builder.addNativeFunctions(this.nativeFunctions);
builder.addKernel(this.fnString, {
prototypeOnly: false,
constants: this.constants,
output: this.output,
debug: this.debug,
loopMaxIterations: this.loopMaxIterations,
paramNames: this.paramNames,
paramTypes: this.paramTypes,
constantTypes: this.constantTypes,
fixIntegerDivisionAccuracy: this.fixIntegerDivisionAccuracy
});
if (this.subKernels !== null) {
this.subKernelOutputTextures = [];
this.subKernelOutputVariableNames = [];
this.subKernels.forEach(subKernel => this._addSubKernel(subKernel));
} else if (this.subKernelProperties !== null) {
this.subKernelOutputTextures = [];
this.subKernelOutputVariableNames = [];
Object.keys(this.subKernelProperties).forEach(property => this._addSubKernel(this.subKernelProperties[property]));
}
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getFragShaderString
*
* @desc Get the fragment shader String.
* If the String hasn't been compiled yet,
* then this method compiles it as well
*
* @param {Array} args - The actual parameters sent to the Kernel
*
* @returns {string} Fragment Shader string
*
*/
_getFragShaderString(args) {
if (this.compiledFragShaderString !== null) {
return this.compiledFragShaderString;
}
return this.compiledFragShaderString = this._replaceArtifacts(this.constructor.fragShaderString, this._getFragShaderArtifactMap(args));
}
/**
* @memberOf WebGL2Kernel#
* @function
* @name _getVertShaderString
*
* @desc Get the vertical shader String
*
* @param {Array} args - The actual parameters sent to the Kernel
*
* @returns {string} Vertical Shader string
*
*/
_getVertShaderString(args) {
if (this.compiledVertShaderString !== null) {
return this.compiledVertShaderString;
}
return this.compiledVertShaderString = this.constructor.vertShaderString;
}
};