blob: f848d1cbad92573ecda4f68fc9f7bef5391b8447 [file] [log] [blame]
/*
* Copyright (C) 2019 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
const whlslShaders = `
struct VertexOutput {
float4 position : SV_Position;
float4 color : attribute(1);
}
vertex VertexOutput vertexMain(float4 position : attribute(0),
float4 color : attribute(1),
constant float[] timeUniform : register(b0, space0),
constant float[] uniforms : register(b0, space1)) {
float scale = uniforms[0];
float offsetX = uniforms[1];
float offsetY = uniforms[2];
float scalar = uniforms[3];
float scalarOffset = uniforms[4];
float time = timeUniform[0];
float fade = fmod(scalarOffset + time * scalar / 10.0, 1.0);
if (fade < 0.5) {
fade = fade * 2.0;
} else {
fade = (1.0 - fade) * 2.0;
}
float xpos = position.x * scale;
float ypos = position.y * scale;
float angle = 3.14159 * 2.0 * fade;
float xrot = xpos * cos(angle) - ypos * sin(angle);
float yrot = xpos * sin(angle) + ypos * cos(angle);
xpos = xrot + offsetX;
ypos = yrot + offsetY;
VertexOutput out;
out.position = float4(xpos, ypos, 0.0, 1.0);
out.color = float4(fade, 1.0 - fade, 0.0, 1.0) + color;
return out;
}
fragment float4 fragmentMain(float4 inColor : attribute(1)) : SV_Target 0 {
return inColor;
}
`;
(function() {
WebGLStage = Utilities.createSubclass(Stage,
function(element, options)
{
Stage.call(this);
},
{
initialize: function(benchmark, options)
{
Stage.prototype.initialize.call(this, benchmark, options);
this._numTriangles = 0;
const gpuContext = this.element.getContext('gpu');
navigator.gpu.requestAdapter({ powerPreference: "low-power" }).then(adapter => {
return adapter.requestDevice().then(device => {
this._device = device;
const swapChainFormat = "bgra8unorm";
this._swapChain = gpuContext.configureSwapChain({
device: device,
format: swapChainFormat,
usage: GPUTextureUsage.OUTPUT_ATTACHMENT
});
this._timeBindGroupLayout = device.createBindGroupLayout({
bindings: [
{ binding: 0, visibility: GPUShaderStageBit.VERTEX, type: "uniform-buffer" },
],
});
this._bindGroupLayout = device.createBindGroupLayout({
bindings: [
{ binding: 0, visibility: GPUShaderStageBit.VERTEX, type: "uniform-buffer" },
],
});
const vec4Size = 4 * Float32Array.BYTES_PER_ELEMENT;
const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [this._timeBindGroupLayout, this._bindGroupLayout] });
const shaderModule = device.createShaderModule({ code: whlslShaders, isWHLSL: true });
const pipelineDesc = {
layout: pipelineLayout,
vertexStage: {
module: shaderModule,
entryPoint: "vertexMain",
},
fragmentStage: {
module: shaderModule,
entryPoint: "fragmentMain"
},
primitiveTopology: "triangle-list",
vertexInput: {
indexFormat: "uint32",
vertexBuffers: [{
// vertex buffer
stride: 2 * vec4Size,
stepMode: "vertex",
attributeSet: [{
// vertex positions
shaderLocation: 0,
offset: 0,
format: "float4"
}, {
// vertex colors
shaderLocation: 1,
offset: vec4Size,
format: "float4"
}],
}],
},
rasterizationState: {
frontFace: 'ccw',
cullMode: 'none',
},
colorStates: [{
format: swapChainFormat,
alphaBlend: {},
colorBlend: {},
}],
};
this._pipeline = device.createRenderPipeline(pipelineDesc);
const [vertexBuffer, vertexArrayBuffer] = device.createBufferMapped({
size: 2 * 3 * vec4Size,
usage: GPUBufferUsage.VERTEX
});
const vertexWriteBuffer = new Float32Array(vertexArrayBuffer);
vertexWriteBuffer.set([
// position data /**/ color data
0, 0.1, 0, 1, /**/ 1, 0, 0, 1,
-0.1, -0.1, 0, 1, /**/ 0, 1, 0, 1,
0.1, -0.1, 0, 1, /**/ 0, 0, 1, 1,
]);
vertexBuffer.unmap();
this._vertexBuffer = vertexBuffer;
this._timeMappedBuffers = [];
this._resetIfNecessary();
benchmark._initPromise.resolve();
});
});
},
_getFunctionSource: function(id)
{
return document.getElementById(id).text;
},
_resetIfNecessary: function()
{
if (this._bindGroups != undefined && this._numTriangles <= this._bindGroups.length)
return;
const numTriangles = this._numTriangles;
const device = this._device;
// Minimum buffer offset alignment is 256 bytes.
const uniformBytes = 5 * Float32Array.BYTES_PER_ELEMENT;
const alignedUniformBytes = Math.ceil(uniformBytes / 256) * 256;
const alignedUniformFloats = alignedUniformBytes / Float32Array.BYTES_PER_ELEMENT;
const [uniformBuffer, uniformArrayBuffer] = device.createBufferMapped({
size: numTriangles * alignedUniformBytes + Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.TRANSFER_DST | GPUBufferUsage.UNIFORM
});
const uniformWriteArray = new Float32Array(uniformArrayBuffer);
this._bindGroups = new Array(numTriangles);
for (let i = 0; i < numTriangles; ++i) {
uniformWriteArray[alignedUniformFloats * i + 0] = Stage.random(0.2, 0.4); // scale
uniformWriteArray[alignedUniformFloats * i + 1] = Stage.random(-0.9, 0.9); // offsetX
uniformWriteArray[alignedUniformFloats * i + 2] = Stage.random(-0.9, 0.9); // offsetY
uniformWriteArray[alignedUniformFloats * i + 3] = Stage.random(0.5, 2); // scalar
uniformWriteArray[alignedUniformFloats * i + 4] = Stage.random(0, 10); // scalarOffset
this._bindGroups[i] = device.createBindGroup({
layout: this._bindGroupLayout,
bindings: [{
binding: 0,
resource: {
buffer: uniformBuffer,
offset: i * alignedUniformBytes,
size: 6 * Float32Array.BYTES_PER_ELEMENT,
}
}]
});
}
uniformBuffer.unmap();
this._timeOffset = numTriangles * alignedUniformBytes;
this._timeBindGroup = device.createBindGroup({
layout: this._timeBindGroupLayout,
bindings: [{
binding: 0,
resource: {
buffer: uniformBuffer,
offset: this._timeOffset,
size: Float32Array.BYTES_PER_ELEMENT,
}
}]
});
this._uniformBuffer = uniformBuffer;
},
tune: function(count)
{
if (!count)
return;
this._numTriangles += count;
this._numTriangles = Math.max(this._numTriangles, 0);
this._resetIfNecessary();
},
animate: function(timeDelta)
{
const device = this._device;
if (!this._startTime)
this._startTime = Stage.dateCounterValue(1000);
const elapsedTimeData = new Float32Array([Stage.dateCounterValue(1000) - this._startTime]);
// Update time uniform
let mappedBuffer;
if (this._timeMappedBuffers.length === 0) {
mappedBuffer = device.createBufferMapped({
size: Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.TRANSFER_SRC | GPUBufferUsage.MAP_WRITE
});
} else
mappedBuffer = this._timeMappedBuffers.shift();
const [timeStagingBuffer, timeStagingArrayBuffer] = mappedBuffer;
const writeArray = new Float32Array(timeStagingArrayBuffer);
writeArray.set(elapsedTimeData);
timeStagingBuffer.unmap();
const commandEncoder = device.createCommandEncoder({});
commandEncoder.copyBufferToBuffer(timeStagingBuffer, 0, this._uniformBuffer, this._timeOffset, elapsedTimeData.byteLength);
const renderPassDescriptor = {
colorAttachments: [{
loadOp: "clear",
storeOp: "store",
clearColor: { r: 1, g: 1, b: 1, a: 1.0 },
attachment: this._swapChain.getCurrentTexture().createDefaultView(),
}],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this._pipeline);
passEncoder.setVertexBuffers(0, [this._vertexBuffer], [0]);
passEncoder.setBindGroup(0, this._timeBindGroup);
for (let i = 0; i < this._numTriangles; ++i) {
passEncoder.setBindGroup(1, this._bindGroups[i]);
passEncoder.draw(3, 1, 0, 0);
}
passEncoder.endPass();
device.getQueue().submit([commandEncoder.finish()]);
timeStagingBuffer.mapWriteAsync().then(arrayBuffer => {
mappedBuffer[1] = arrayBuffer;
this._timeMappedBuffers.push(mappedBuffer);
});
},
complexity: function()
{
return this._numTriangles;
}
}
);
WebGLBenchmark = Utilities.createSubclass(Benchmark,
function(options)
{
Benchmark.call(this, new WebGLStage(), options);
}, {
waitUntilReady: function() {
this._initPromise = new SimplePromise;
return this._initPromise;
},
});
window.benchmarkClass = WebGLBenchmark;
})();