Optimise
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This commit is contained in:
Andras Schmelczer 2026-05-21 20:33:49 +01:00
commit ed5a4379db
76 changed files with 1418 additions and 988 deletions

View file

@ -1,7 +1,7 @@
import { createBindGroupCache } from '../../utils/graphics/bind-group-cache';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
createCachedBufferWrite,
writeBufferIfChanged,
} from '../../utils/graphics/cached-buffer-write';
import { setUpFullScreenQuad } from '../../utils/graphics/full-screen-quad';
import { smartCompile } from '../../utils/graphics/smart-compile';
@ -14,22 +14,21 @@ export interface RenderSettings {
renderTraceNormalizationFloor: number;
renderBrushColorBase: number;
renderBrushColorStrengthMultiplier: number;
backgroundGrainStrength: number;
}
// 3 channel colors (vec3 + f32 padding) + bg color (vec3) + 5 scalars = 20 floats.
// 3 channel colors (vec3 + f32 padding) + bg color (vec3) + 4 scalars,
// rounded up to 20 floats for 16-byte uniform alignment.
const UNIFORM_COUNT = 20;
export class RenderPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPURenderPipeline;
private readonly noSourcePipeline: GPURenderPipeline;
private readonly noGrainPipeline: GPURenderPipeline;
private readonly noSourceNoGrainPipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(UNIFORM_COUNT);
private readonly uniformCache = createCachedFloat32BufferWrite(UNIFORM_COUNT);
private useBackgroundGrain = true;
private readonly uniformCache = createCachedBufferWrite(
UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT
);
private readonly getBindGroup = createBindGroupCache<GPUTextureView, GPUTextureView>(
(colorTexture, sourceTexture) =>
@ -46,7 +45,8 @@ export class RenderPipeline {
public constructor(
private readonly context: GPUCanvasContext,
private readonly device: GPUDevice,
private readonly commonState: CommonState
private readonly commonState: CommonState,
private readonly canvasFormat: GPUTextureFormat
) {
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
@ -70,7 +70,6 @@ export class RenderPipeline {
const shaderModule = smartCompile(device, CommonState.shaderCode, shader);
const vertex = setUpFullScreenQuad(device);
const format = navigator.gpu.getPreferredCanvasFormat();
const pipelineLayout = device.createPipelineLayout({
bindGroupLayouts: [this.commonState.bindGroupLayout, this.bindGroupLayout],
});
@ -78,30 +77,16 @@ export class RenderPipeline {
pipelineLayout,
vertex,
shaderModule,
format,
this.canvasFormat,
'fragment'
);
this.noSourcePipeline = this.createPipeline(
pipelineLayout,
vertex,
shaderModule,
format,
this.canvasFormat,
'fragmentNoSource'
);
this.noGrainPipeline = this.createPipeline(
pipelineLayout,
vertex,
shaderModule,
format,
'fragmentNoGrain'
);
this.noSourceNoGrainPipeline = this.createPipeline(
pipelineLayout,
vertex,
shaderModule,
format,
'fragmentNoSourceNoGrain'
);
this.uniforms = device.createBuffer({
size: UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
@ -135,7 +120,6 @@ export class RenderPipeline {
renderTraceNormalizationFloor,
renderBrushColorBase,
renderBrushColorStrengthMultiplier,
backgroundGrainStrength,
}: RenderSettings & {
channelColors: [RgbColor, RgbColor, RgbColor];
backgroundColor: RgbColor;
@ -158,9 +142,7 @@ export class RenderPipeline {
this.uniformValues[16] = renderTraceNormalizationFloor;
this.uniformValues[17] = renderBrushColorBase;
this.uniformValues[18] = renderBrushColorStrengthMultiplier;
this.uniformValues[19] = backgroundGrainStrength;
this.useBackgroundGrain = backgroundGrainStrength !== 0;
writeFloat32BufferIfChanged(
writeBufferIfChanged(
this.device,
this.uniforms,
this.uniformValues,
@ -232,10 +214,7 @@ export class RenderPipeline {
}
private getPipeline(useSourceTexture: boolean): GPURenderPipeline {
if (useSourceTexture) {
return this.useBackgroundGrain ? this.pipeline : this.noGrainPipeline;
}
return this.useBackgroundGrain ? this.noSourcePipeline : this.noSourceNoGrainPipeline;
return useSourceTexture ? this.pipeline : this.noSourcePipeline;
}
public destroy() {

View file

@ -10,32 +10,14 @@ struct Settings {
traceNormalizationFloor: f32,
brushColorBase: f32,
brushColorStrengthMultiplier: f32,
backgroundGrainStrength: f32,
};
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(2) var trailMap: texture_2d<f32>;
@group(1) @binding(3) var sourceMap: texture_2d<f32>;
const NOISE_TEXTURE_MASK = 2047u;
@fragment
fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(position.xy);
let traces = textureLoad(trailMap, pixel, 0);
let sources = textureLoad(sourceMap, pixel, 0);
return renderColor(traces, sources, getTexturedBackground(pixel));
}
@fragment
fn fragmentNoSource(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(position.xy);
let traces = textureLoad(trailMap, pixel, 0);
return renderColor(traces, vec4<f32>(0.0), getTexturedBackground(pixel));
}
@fragment
fn fragmentNoGrain(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(position.xy);
let traces = textureLoad(trailMap, pixel, 0);
let sources = textureLoad(sourceMap, pixel, 0);
@ -43,39 +25,30 @@ fn fragmentNoGrain(@builtin(position) position: vec4<f32>) -> @location(0) vec4<
}
@fragment
fn fragmentNoSourceNoGrain(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
fn fragmentNoSource(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
let pixel = vec2<i32>(position.xy);
let traces = textureLoad(trailMap, pixel, 0);
return renderColor(traces, vec4<f32>(0.0), getFlatBackground());
}
fn renderColor(traces: vec4<f32>, sources: vec4<f32>, background: vec3<f32>) -> vec4<f32> {
let tracesMax = maxComponent(traces.rgb);
let sourcesMax = maxComponent(sources.rgb);
if max(tracesMax, sourcesMax) <= 0.0 {
let traceStrengths = clarity(traces.rgb);
let sourceStrengths = clarity(sources.rgb);
let traceStrength = maxComponent(traceStrengths);
let brushStrength = maxComponent(sourceStrengths);
if max(traceStrength, brushStrength) <= 0.0 {
return vec4(background, 1);
}
let traceStrengths = vec3(
clarity(traces.r),
clarity(traces.g),
clarity(traces.b)
);
if sourcesMax <= 0.0 {
if brushStrength <= 0.0 {
let traceColor =
traceStrengths.r * settings.colorA
+ traceStrengths.g * settings.colorB
+ traceStrengths.b * settings.colorC;
let normalizedTraceColor = normalizeColorIntensity(traceColor);
let traceStrength = maxComponent(traceStrengths);
return vec4(mix(background, clamp(normalizedTraceColor, vec3(0), vec3(1)), traceStrength), 1);
}
let sourceStrengths = vec3(
clarity(sources.r),
clarity(sources.g),
clarity(sources.b)
);
let strengths = max(traceStrengths, sourceStrengths);
let traceColor =
strengths.r * settings.colorA
@ -87,7 +60,6 @@ fn renderColor(traces: vec4<f32>, sources: vec4<f32>, background: vec3<f32>) ->
+ sourceStrengths.g * settings.colorB
+ sourceStrengths.b * settings.colorC;
let normalizedBrushColor = normalizeColorIntensity(brushColor);
let brushStrength = maxComponent(sourceStrengths);
let brushVisibility = clamp(
brushStrength * (
settings.brushColorBase +
@ -106,12 +78,8 @@ fn maxComponent(v: vec3<f32>) -> f32 {
return max(max(v.r, v.g), v.b);
}
fn clarity(strength: f32) -> f32 {
let clamped = clamp(strength, 0, 1);
if settings.clarity == 1.0 {
return clamped;
}
return pow(clamped, settings.clarity);
fn clarity(strength: vec3<f32>) -> vec3<f32> {
return pow(clamp(strength, vec3(0), vec3(1)), vec3(settings.clarity));
}
fn normalizeColorIntensity(color: vec3<f32>) -> vec3<f32> {
@ -122,14 +90,3 @@ fn normalizeColorIntensity(color: vec3<f32>) -> vec3<f32> {
fn getFlatBackground() -> vec3<f32> {
return clamp(settings.backgroundColor, vec3(0), vec3(1));
}
fn getTexturedBackground(pixel: vec2<i32>) -> vec3<f32> {
let noiseCoord = vec2<i32>(vec2<u32>(pixel) & vec2<u32>(NOISE_TEXTURE_MASK));
let grain = textureLoad(noise, noiseCoord, 0).r - 0.5;
return clamp(
settings.backgroundColor + vec3(grain * settings.backgroundGrainStrength),
vec3(0),
vec3(1)
);
}