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Correcty complute total point count. Only call glClear once workers have finished LOD. Only allow next draw() call after we finished rendering frame

ssao
A.Olokhtonov 8 months ago
parent
commit
f6573e7bb9
  1. 24
      client/lod_worker.js
  2. 7
      client/wasm/lod.c
  3. BIN
      client/wasm/lod.wasm
  4. 18
      client/webgl_draw.js

24
client/lod_worker.js

@ -15,16 +15,20 @@ async function init(tid, memory, heap_base) {
} }
function work(indices_base, indices_count, zoom, offsets) { function work(indices_base, indices_count, zoom, offsets) {
exports.do_lod( try {
indices_base, indices_count, zoom, exports.do_lod(
offsets['coords_from'], indices_base, indices_count, zoom,
offsets['line_threshold'], offsets['coords_from'],
offsets['xs'], offsets['line_threshold'],
offsets['ys'], offsets['xs'],
offsets['pressures'], offsets['ys'],
offsets['result_buffers'] + thread_id * 4, offsets['pressures'],
offsets['result_counts'] + thread_id * 4, offsets['result_buffers'] + thread_id * 4,
); offsets['result_counts'] + thread_id * 4,
);
} catch (e) {
console.error('WASM:', e);
}
postMessage({ 'type': 'lod_done' }); postMessage({ 'type': 'lod_done' });
} }

7
client/wasm/lod.c

@ -211,7 +211,12 @@ do_lod(int *clipped_indices, int clipped_count, float zoom,
int first_stroke = clipped_indices[0]; int first_stroke = clipped_indices[0];
int last_stroke = clipped_indices[clipped_count - 1]; int last_stroke = clipped_indices[clipped_count - 1];
int total_points = stroke_coords_from[last_stroke + 1] - stroke_coords_from[first_stroke]; int total_points = 0;
for (int i = 0; i < clipped_count; ++i) {
int stroke_index = clipped_indices[i];
total_points += stroke_coords_from[stroke_index + 1] - stroke_coords_from[stroke_index];
}
int *segments_from = alloc_dynamic((clipped_count + 1) * 4); int *segments_from = alloc_dynamic((clipped_count + 1) * 4);
int *segments = alloc_dynamic(total_points * 4); // TODO: this is a very conservative estimate, we can lower memory usage if we get this tighter int *segments = alloc_dynamic(total_points * 4); // TODO: this is a very conservative estimate, we can lower memory usage if we get this tighter

BIN
client/wasm/lod.wasm

Binary file not shown.

18
client/webgl_draw.js

@ -25,6 +25,8 @@ function upload_if_needed(gl, buffer_kind, serializer) {
} }
function upload_square_rgba16ui_texture(gl, serializer, texture_size) { function upload_square_rgba16ui_texture(gl, serializer, texture_size) {
// TODO: only subupload what's needed
const bpp = 2 * 4; const bpp = 2 * 4;
const data_size = serializer.offset; const data_size = serializer.offset;
const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here
@ -76,19 +78,11 @@ function draw_html(state) {
async function draw(state, context) { async function draw(state, context) {
const cpu_before = performance.now(); const cpu_before = performance.now();
state.timers.raf = false;
const gl = context.gl; const gl = context.gl;
const width = window.innerWidth; const width = window.innerWidth;
const height = window.innerHeight; const height = window.innerHeight;
let query = null;
if (context.gpu_timer_ext !== null) {
query = gl.createQuery();
gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query);
}
locations = context.locations['sdf'].main; locations = context.locations['sdf'].main;
buffers = context.buffers['sdf']; buffers = context.buffers['sdf'];
@ -98,6 +92,13 @@ async function draw(state, context) {
const dynamic_segment_count = context.dynamic_segment_count; const dynamic_segment_count = context.dynamic_segment_count;
const dynamic_stroke_count = context.dynamic_stroke_count; const dynamic_stroke_count = context.dynamic_stroke_count;
let query = null;
if (context.gpu_timer_ext !== null) {
query = gl.createQuery();
gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query);
}
// Only clear once we have the data, this might not always be on the same frame? // Only clear once we have the data, this might not always be on the same frame?
gl.viewport(0, 0, context.canvas.width, context.canvas.height); gl.viewport(0, 0, context.canvas.width, context.canvas.height);
gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1);
@ -229,6 +230,7 @@ async function draw(state, context) {
const cpu_after = performance.now(); const cpu_after = performance.now();
state.timers.raf = false;
document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms'; document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms';

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