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https://github.com/Rezmason/matrix.git
synced 2026-04-14 04:19:29 -07:00
Fixed a WebGPU sequencing issue when skipIntro=true&once=false, caused by updating the cells and intro cells in the same compute pass. The WebGPU and REGL projects are now also slightly more alike.
This commit is contained in:
25
TODO.txt
25
TODO.txt
@@ -1,5 +1,19 @@
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TODO:
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Bloom comparison: WebGPU vs REGL
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Why are they different?
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Create a project that tests them side-by-side
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That's right, two canvases, one regl and one webgpu
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program them both to do the same basic ops in a floating point texture
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display that texture
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Retrieve the texture from the GPU and spit it out
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Possible causes of difference
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Color space
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Intermediate texture formats around high pass filter
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Floating point math
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Texture interpolation
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Blur implementation
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Audio system
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Toggle (or number representing frequency)
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Load the sound effect
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@@ -25,17 +39,6 @@ Support Resurrections SDF bevel and "lights"
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Anomaly mode toggles between this and anomaly streaks
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WebGPU
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Why is it brighter than the regl version?
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Create a project that tests them side-by-side
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That's right, two canvases, one regl and one webgpu
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program them both to do the same basic ops in a floating point texture
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display that texture
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Retrieve the texture from the GPU and spit it out
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Possible causes of difference
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Color space
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Floating point math
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Texture interpolation
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Blur implementation
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Try https://github.com/brendan-duncan/wgsl_reflect
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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Switch to rgba32float somehow?
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@@ -83,8 +83,10 @@ export default ({ config, device, timeBuffer }) => {
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let configBuffer;
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let sceneUniforms;
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let sceneBuffer;
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let introPipeline;
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let computePipeline;
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let renderPipeline;
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let introBindGroup;
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let computeBindGroup;
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let renderBindGroup;
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let output;
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@@ -115,7 +117,15 @@ export default ({ config, device, timeBuffer }) => {
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dstFactor: "one",
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};
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[computePipeline, renderPipeline] = await Promise.all([
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[introPipeline, computePipeline, renderPipeline] = await Promise.all([
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device.createComputePipelineAsync({
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layout: "auto",
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compute: {
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module: rainShader.module,
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entryPoint: "computeIntro",
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},
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}),
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device.createComputePipelineAsync({
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layout: "auto",
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compute: {
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@@ -153,6 +163,7 @@ export default ({ config, device, timeBuffer }) => {
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}),
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]);
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introBindGroup = makeBindGroup(device, introPipeline, 0, [configBuffer, timeBuffer, introCellsBuffer]);
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computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer, introCellsBuffer]);
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renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
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configBuffer,
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@@ -198,6 +209,12 @@ export default ({ config, device, timeBuffer }) => {
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const run = (encoder) => {
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// We render the code into an Target using MSDFs: https://github.com/Chlumsky/msdfgen
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const introPass = encoder.beginComputePass();
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introPass.setPipeline(introPipeline);
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introPass.setBindGroup(0, introBindGroup);
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introPass.dispatchWorkgroups(Math.ceil(gridSize[0] / 32), 1, 1);
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introPass.end();
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, computeBindGroup);
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@@ -84,9 +84,12 @@ struct IntroCellData {
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@group(0) @binding(0) var<uniform> config : Config;
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@group(0) @binding(1) var<uniform> time : Time;
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// Intro-specific bindings
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@group(0) @binding(2) var<storage, read_write> introCells_RW : IntroCellData;
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// Compute-specific bindings
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@group(0) @binding(2) var<storage, read_write> cells_RW : CellData;
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@group(0) @binding(3) var<storage, read_write> introCells_RW : IntroCellData;
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@group(0) @binding(3) var<storage, read_write> introCells_RO : IntroCellData;
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// Render-specific bindings
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@group(0) @binding(2) var<uniform> scene : Scene;
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@@ -216,7 +219,7 @@ fn getRipple(simTime : f32, screenPos : vec2<f32>) -> f32 {
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// Compute shader main functions
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fn computeIntro (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
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fn computeIntroProgress (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
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if (bool(config.skipIntro)) {
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return vec4<f32>(2.0, 0.0, 0.0, 0.0);
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}
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@@ -298,6 +301,27 @@ fn computeEffect (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
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return result;
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}
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@compute @workgroup_size(32, 1, 1) fn computeIntro(input : ComputeInput) {
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// Resolve the invocation ID to an intro cell coordinate
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var column = i32(input.id.x);
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if (column >= i32(config.gridSize.x)) {
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return;
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}
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var simTime = time.seconds * config.animationSpeed;
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var isFirstFrame = time.frames == 0;
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// Update the cell
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var glyphPos = vec2<f32>(f32(column), 0.0);
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var screenPos = glyphPos / config.gridSize;
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var introCell = introCells_RW.cells[column];
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introCell.progress = computeIntroProgress(simTime, isFirstFrame, glyphPos, screenPos, introCell.progress);
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introCells_RW.cells[column] = introCell;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a cell coordinate
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@@ -317,14 +341,8 @@ fn computeEffect (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scre
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var glyphPos = vec2<f32>(f32(column), f32(row));
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var screenPos = glyphPos / config.gridSize;
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var introCell = introCells_RW.cells[column];
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if (row == i32(config.gridSize.y - 1)) {
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introCell.progress = computeIntro(simTime, isFirstFrame, glyphPos, screenPos, introCell.progress);
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introCells_RW.cells[column] = introCell;
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}
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var cell = cells_RW.cells[i];
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var introCell = introCells_RO.cells[column];
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cell.raindrop = computeRaindrop(simTime, isFirstFrame, glyphPos, screenPos, cell.raindrop, introCell.progress);
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cell.symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, cell.symbol, cell.raindrop);
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cell.effect = computeEffect(simTime, isFirstFrame, glyphPos, screenPos, cell.effect, cell.raindrop);
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