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@SimonDanisch
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adds:

shadertoy(rect2d, frag_shader)

To run shadertoy shaders like this:
image
image

TODOs:

  • map arbitrary uniforms to shader (using ShaderAbstractions)
  • allow geometry and vertex shader (using a new plot type)
  • clean up and docs

@SimonDanisch SimonDanisch changed the base branch from master to ff/render_tick July 13, 2024 14:00
Base automatically changed from ff/render_tick to master August 9, 2024 13:22
@MakieBot
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MakieBot commented Oct 21, 2024

Compile Times benchmark

Note, that these numbers may fluctuate on the CI servers, so take them with a grain of salt. All benchmark results are based on the mean time and negative percent mean faster than the base branch. Note, that GLMakie + WGLMakie run on an emulated GPU, so the runtime benchmark is much slower. Results are from running:

using_time = @ctime using Backend
# Compile time
create_time = @ctime fig = scatter(1:4; color=1:4, colormap=:turbo, markersize=20, visible=true)
display_time = @ctime Makie.colorbuffer(display(fig))
# Runtime
create_time = @benchmark fig = scatter(1:4; color=1:4, colormap=:turbo, markersize=20, visible=true)
display_time = @benchmark Makie.colorbuffer(fig)
using create display create display
GLMakie 6.37s (6.29, 6.45) 0.06+- 162.49ms (160.12, 167.03) 2.40+- 472.46ms (468.66, 479.51) 3.94+- 8.26ms (8.19, 8.35) 0.06+- 26.29ms (25.99, 26.62) 0.19+-
master 6.39s (6.30, 6.49) 0.06+- 168.35ms (160.56, 182.78) 7.44+- 480.73ms (467.00, 511.27) 14.71+- 8.21ms (8.11, 8.31) 0.07+- 26.22ms (25.80, 26.63) 0.27+-
evaluation 1.00x invariant, -0.01s (-0.19d, 0.72p, 0.06std) 1.04x invariant, -5.85ms (-1.06d, 0.09p, 4.92std) 1.02x invariant, -8.27ms (-0.77d, 0.19p, 9.32std) 0.99x invariant, 0.06ms (0.89d, 0.12p, 0.06std) 1.00x invariant, 0.07ms (0.28d, 0.61p, 0.23std)
CairoMakie 6.15s (6.07, 6.19) 0.06+- 168.12ms (162.97, 181.00) 6.49+- 205.73ms (196.45, 222.33) 9.47+- 8.07ms (7.88, 8.35) 0.18+- 1.21ms (1.20, 1.23) 0.01+-
master 6.11s (5.98, 6.31) 0.10+- 163.37ms (159.93, 168.28) 2.68+- 199.33ms (196.53, 201.57) 1.91+- 7.98ms (7.86, 8.12) 0.10+- 1.22ms (1.21, 1.24) 0.01+-
evaluation 0.99x invariant, 0.04s (0.55d, 0.33p, 0.08std) 0.97x invariant, 4.75ms (0.96d, 0.11p, 4.58std) 0.97x invariant, 6.41ms (0.94d, 0.13p, 5.69std) 0.99x invariant, 0.09ms (0.62d, 0.27p, 0.14std) 1.01x invariant, -0.01ms (-0.72d, 0.20p, 0.01std)
WGLMakie 6.74s (6.70, 6.77) 0.03+- 168.60ms (164.71, 176.39) 5.09+- 5.72s (5.66, 5.87) 0.08+- 13.17ms (12.42, 15.51) 1.06+- 134.36ms (127.13, 140.59) 5.27+-
master 6.78s (6.71, 6.90) 0.06+- 170.10ms (165.54, 176.37) 3.30+- 5.98s (5.95, 6.03) 0.03+- 12.69ms (12.42, 12.81) 0.14+- 134.09ms (129.01, 138.08) 3.27+-
evaluation 1.01x invariant, -0.04s (-0.82d, 0.16p, 0.05std) 1.01x invariant, -1.5ms (-0.35d, 0.53p, 4.19std) 1.04x faster ✓, -0.25s (-4.11d, 0.00p, 0.05std) 0.96x invariant, 0.48ms (0.64d, 0.28p, 0.60std) 1.00x invariant, 0.26ms (0.06d, 0.91p, 4.27std)

@lazarusA
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any plans to merge this on the near future. @asinghvi17 and I are exploring spherical volumetric shaders, and according to him this would make things easier 😄 .
Waves

@SimonDanisch
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I tried cleaning it up to merge it, but somehow run again into a very frustrating OpenGL bug, where the screen just stays blank without any error and I have no idea where to look for the problem...
I fixed that before, as can be seen by the screenshots, so I have no idea how it came back...Was frustrating enough to find it in the first place, and I dont really remember what it was in the end :( Something small and stupid like a uniform type mismatch or so...
Maybe it's platform dependent, I can try to see what my nvidia gpu says about this.

@ffreyer
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ffreyer commented Dec 15, 2024

Fixed the blank screen thing (caused by transparency = true which changes what the shader outputs are).

Btw, my thoughts with adding a "glplot" type were more manual than this. I wanted something that would allow you to set all shader types and have arbitrary vertex inputs and uniforms. Conceptually something like

glplot!(scene, 
    vertex_inputs...; # 1+ arrays mapping to buffers
    shader = [vertex_shader, fragment_shader], # 1+ vertex shader, 1+ fragment shader (0+ other types?)
    uniforms... # any number of uniforms as kwargs
)

that just does some boilerplate and integration stuff in the background. E.g. include "fragment_output" and handle outputs, conversions to gl types (maybe difficult for 1d textures?), mesh conversion paths, add and handle a few core attributes (visible, ssao, fxaa, transparency). (That doesn't mean I want this pr to change. Just wanted to say I had something else in mind)

@MakieBot
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MakieBot commented Dec 15, 2024

Benchmark Results

SHA: d370d83e3e13e15e93332bc9e66765ec781179e3

Warning

These results are subject to substantial noise because GitHub's CI runs on shared machines that are not ideally suited for benchmarking.

GLMakie
CairoMakie
WGLMakie

end
get!(uniforms, :ssao, Observable(false))
get!(uniforms, :transparency, Observable(true))
get!(uniforms, :transparency, Observable(false))
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Lol

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6 participants