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/** * Set of functions to facilitate the setup and execution of GPGPU tasks. * * @param {integer} width_ The width (x-dimension) of the problem domain. * Normalized to s in texture coordinates. * @param {integer} height_ The height (y-dimension) of the problem domain. * Normalized to t in texture coordinates. * * @param {WebGLContextAttributes} attributes_ A collection of boolean values to enable or disable various WebGL features. * If unspecified, STANDARD_CONTEXT_ATTRIBUTES are used. * @see STANDARD_CONTEXT_ATTRIBUTES * @see{@link https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2} */GPGPUtility=function(width_,height_,attributes_){varattributes;varcanvas;/** @member {WebGLRenderingContext} gl The WebGL context associated with the canvas. */vargl;varcanvasHeight,canvasWidth;varproblemHeight,problemWidth;varstandardVertexShader;varstandardVertices;/** @member {Object} Non null if we enable OES_texture_float. */vartextureFloat;/** ⋮ The code in the following paragraphs goes here. */canvasHeight=height_;problemHeight=canvasHeight;canvasWidth=width_;problemWidth=canvasWidth;attributes=typeofattributes_==='undefined' ? GPGPUtility.STANDARD_CONTEXT_ATTRIBUTES : attributes_;canvas=this.makeGPCanvas(canvasWidth,canvasHeight);gl=this.getGLContext();// Attempt to activate the extension, returns null if unavailabletextureFloat=gl.getExtension('OES_texture_float');};// Disable attributes unused in computations.GPGPUtility.STANDARD_CONTEXT_ATTRIBUTES={alpha: false,depth: false,antialias: false};
/** * Create a canvas for computational use. Computations don't * require attachment to the DOM. * * @param {integer} width The width (x-dimension) of the problem domain. * @param {integer} height The height (y-dimension) of the problem domain. * * @returns {HTMLCanvasElement} A canvas with the given height and width. */this.makeGPCanvas=function(width,height){varcanvas;canvas=document.createElement('canvas');canvas.width=width;canvas.height=height;returncanvas;};
// Disable attributes unused in computations.GPGPUtility.STANDARD_CONTEXT_ATTRIBUTES={alpha: false,depth: false,antialias: false};/** * Get a 3d context, webgl or experimental-webgl. The context presents a * javascript API that is used to draw into it. The webgl context API is * very similar to OpenGL for Embedded Systems, or OpenGL ES. * * @returns {WebGLRenderingContext} A manifestation of OpenGL ES in JavaScript. */this.getGLContext=function(){// Only fetch a gl context if we haven't alreadyif(!gl){gl=canvas.getContext("webgl",attributes)||canvas.getContext('experimental-webgl',attributes);}returngl;};
/** * Return a standard geometry with texture coordinates for GPGPU calculations. * A simple triangle strip containing four vertices for two triangles that * completely cover the canvas. The included texture coordinates range from * (0, 0) in the lower left corner to (1, 1) in the upper right corner. * * @returns {Float32Array} A set of points and textures suitable for a two triangle * triangle fan that forms a rectangle covering the canvas * drawing surface. */this.getStandardGeometry=function(){// Sets of x,y,z(=0),s,t coordinates.returnnewFloat32Array([-1.0,1.0,0.0,0.0,1.0,// upper left-1.0,-1.0,0.0,0.0,0.0,// lower left1.0,1.0,0.0,1.0,1.0,// upper right1.0,-1.0,0.0,1.0,0.0]);// lower right};
// Non null if we enable OES_texture_floatvartextureFloat;// Attempt to activate the extension, returns null if unavailabletextureFloat=gl.getExtension('OES_texture_float');/** * Check if floating point textures are available. This is an optional feature, * and even if present are usually not usable as a rendering target. */this.isFloatingTexture=function(){returntextureFloat!=null;};
/** * Create a width x height texture of the given type for computation. * Width and height must be powers of two. * * @param {WebGLRenderingContext} The WebGL context for which we will create the texture. * @param {integer} width The width of the texture in pixels. Normalized to s in texture coordinates. * @param {integer} height The height of the texture in pixels. Normalized to t in texture coordinates. * @param {number} type A valid texture type. FLOAT, UNSIGNED_BYTE, etc. * @param {number[] | null} data Either texture data, or null to allocate the texture but leave the texels undefined. * * @returns {WebGLTexture} A reference to the created texture on the GPU. */this.makeTexture=function(gl,width,height,type,data){vartexture;// Create the texturetexture=gl.createTexture();// Bind the texture so the following methods effect this texture.gl.bindTexture(gl.TEXTURE_2D,texture);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST);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);// Pixel format and data for the texturegl.texImage2D(gl.TEXTURE_2D,// Target, matches bind above.0,// Level of detail.gl.RGBA,// Internal format.width,// Width - related to s on textures.height,// Height - related to t on textures.0,// Always 0 in OpenGL ES.gl.RGBA,// Format for each pixel.type,// Data type for each chanel.data);// Image data in the described format, or null.// Unbind the texture.gl.bindTexture(gl.TEXTURE_2D,null);returntexture;};
/** * Create and bind a framebuffer, then attach a texture. * * @param {WebGLRenderingContext} gl The WebGL context associated with the framebuffer and texture. * @param {WebGLTexture} texture The texture to be used as the buffer in this framebuffer object. * * @returns {WebGLFramebuffer} The framebuffer */this.attachFrameBuffer=function(gl,texture){varframeBuffer;// Create a framebufferframeBuffer=gl.createFramebuffer();// Make it the target for framebuffer operations - including rendering.gl.bindFramebuffer(gl.FRAMEBUFFER,frameBuffer);// Our texture is the target of rendering ops now.gl.framebufferTexture2D(gl.FRAMEBUFFER,// The target is always a FRAMEBUFFER.gl.COLOR_ATTACHMENT0,// We are providing the color buffer.gl.TEXTURE_2D,// This is a 2D image texture.texture,// The texture.0);// 0, we aren't using MIPMAPsreturnframeBuffer;};
/** * Check the framebuffer status. Return false if the framebuffer is not complete, * That is if it is not fully and correctly configured as required by the current * hardware. True indicates that the framebuffer is ready to be rendered to. * * @returns {boolean} True if the framebuffer is ready to be rendered to. False if not. */this.frameBufferIsComplete=function(){varmessage;varstatus;varvalue;status=gl.checkFramebufferStatus(gl.FRAMEBUFFER);switch(status){casegl.FRAMEBUFFER_COMPLETE:
value=true;break;casegl.FRAMEBUFFER_UNSUPPORTED:
message="Framebuffer is unsupported";value=false;break;casegl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
message="Framebuffer incomplete attachment";value=false;break;casegl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
message="Framebuffer incomplete (missmatched) dimensions";value=false;break;casegl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
message="Framebuffer incomplete missing attachment";value=false;break;default:
message="Unexpected framebuffer status: "+status;value=false;}return{isComplete: value,message: message};};
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llwanghong
changed the title
基于 WebGL 的 GPGPU 指南 - 各阶段实现
基于WebGL的GPGPU指南 - 各阶段实现
Apr 29, 2023
整理译文的目录章节如下:
各阶段实现
在上一节中,我们将通用GPGPU实现拆分为六个小概念。现在我们将为其中五个概念编写代码,光栅化步骤则会由GPU自动完成。当然,我们会将代码组织成清晰、模块化且高度可复用的函数。就像乐高积木一样,我们可以通过组装这些函数来设计构建自己的实现。
我们将方法放在GPGPUtility类中。构造函数提供了定义函数的上下文。具体来说,函数将使用这里定义的实例变量,例如高度$height$ 、宽度 $width$ 和渲染上下文 $gl$ 。
画布(Canvas)
即使第一步中我们已可以看到与常规$WebGL$ 用法不同的地方。我们创建了画布,但是并没有将画布附加到 $DOM$ 上。只有当想将其渲染到屏幕上时,才需要将画布附加到 $DOM$ 上。许多纯计算问题可能永远不会渲染到屏幕上。
当获取WebGL上下文时,我们提供一组属性来禁用不会使用的功能。如果没有显式提供这些属性,会默认禁用一组标准功能。
几何形状
覆盖画布最简单的几何形状是一个矩形,每个角都有一个顶点。幸运的是,在归一化设备坐标中,画布的各角坐标为$(-1, -1)$ 、 $(1, -1)$ 、 $(1, 1)$ 和 $(-1, 1)$ ,顶点着色器会原样传递这些坐标,并不会进行任何投影或其它修改。
回想一下,问题网格与画布像素和纹理元素都是精确匹配的。这意味着我们也要将纹理附加到画布各角上。这可能有点令人困惑,因为纹理坐标是另一种坐标系。纹理坐标的范围从$(0, 0)$ ,在 $(-1, -1)$ 顶点上,到 $(1, 1)$ ,在 $(1, 1)$ 顶点上。
创建纹理
普通纹理中的像素颜色数据,红$red$ 、绿 $green$ 、蓝 $blue$ 以及透明 $alpha$ 每个参数通道有8位,所以每个像素的颜色会占用一个 $32$ 位字。浮点纹理则为 $RGB$ 和 $A$ 每个通道都分配了一个完整的32位浮点数。这样我们就能够轻松地使用一个纹理元素来存储浮点数。我们将利用这个机制来存储计算数据。正如将会看到的,我们也需要谨慎,因为浮点纹理是WebGL的一个可选部分。
OES_texture_float是$OpenGL\ ES$ (因此也是 $WebGL$ )的扩展。这是 $OpenGL$ 的一个可选部分,可能不存在,并且需要使用 $getExtension$ 激活。如果扩展不可用, $getExtension$ 返回 $null$ 。后面我们将看到即使在浮点纹理不可用的情况下如何利用 $GPU$ 。
既然现在我们已启用了浮点纹理,那就来创建一个。我们使用$createTexture$ 创建纹理,然后使用 $bindTexture$ 绑定使其成为当前活动纹理。
我们设置了一些选项可以使纹理更适合存储计算数据。将$TEXTURE\_MIN\_FILTER$ 和 $TEXTURE\_MAG\_FILTER$ 都设置为 $NEAREST$ ,以避免纹理尺寸比几何形状更小或更大时产生问题。当纹理映射到一个比纹理更小或更大的几何形状时,这些设置就会发挥作用。但请记住,我们要保证画布、几何形状和纹理大小匹配同步,所以我们并不期望这些设置会真正发挥作用。任何情况下都不会期望在纹理值之间进行插值。
如果我们读取超过纹理边缘的值,则希望得到边缘的值。我们通过将$TEXTURE\_WRAP\_S$ 和 $TEXTURE\_WRAP\_T$ 设置为 $CLAMP\_TO\_EDGE$ 来实现这一点。请记住, $s$ 和 $t$ 是归一化的纹理坐标。同样,我们实际上不期望 $GPU$ 计算中会真正使用这个功能。
输出纹理
通常来说,片段着色器的结果会绘制到屏幕上并且$gl\_FragColor$ 的值就是像素的颜色。然而,我们将 $gl\_FragColor$ 捕获到纹理元素 $(texel)$ 中。因为画布、几何形状以及纹理的尺寸和位置都是匹配对齐的,所以我们甚至可以知道正在为哪个 $texel$ 赋值。
纹理的$x$ 坐标 $s$ ,从 $0$ 变化到 $1$ ,而画布从 $0$ 变化到 $canvas.width$ 。同样,纹理的 $y$ 坐标从 $0$ 变化到 $1$ ,而画布从 $0$ 变化到 $canvas.height$ 。我们因此可得到纹理的一些重要结论信息。
纹理元素之间的$x$ 间距 $\delta_s$ 和 $y$ 间距 $\delta_t$ ,分别为:
在片段着色器中,我们可以访问到纹理坐标,从这个坐标可以准确地知道正在写入哪个纹理元素。具体来说,
最后,我们将纹理设置为渲染目标。$OpenGL$ 始终渲染到帧缓冲区。我们创建自己的帧缓冲区对象 $(FBO)$ ,然后将其绑定为 $GPGPU$ 处理帧缓冲区操作的目标,比如渲染或附加一个纹理进行离屏渲染。
为了确保帧缓冲区对象可用,我们还必须调用$checkFramebufferStatus$ 。如果返回的结果不是 $FRAMEBUFFER\_COMPLETE$ ,则代表帧缓冲区设置失败了。这一点尤其重要,因为我们假设可以将渲染结果写入浮点纹理。这是确定平台是否允许这样做的最早时刻。实际上这也是帧缓冲区不完整响应的最常见原因。
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