/
benchmark_persistent_map_buffer.html
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/
benchmark_persistent_map_buffer.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>benchmark</title>
</head>
<body>
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<script type="module">
import { mat4, vec3 } from '../utils/matrix.js';
import { cubeVertexArray, cubeVertexSize, cubeColorOffset, cubePositionOffset } from '../utils/cube.js';
import glslangModule from '../utils/glslang.js';
function setBufferDataBySetSubData(uniformBuffer, mvpMatricesData) {
uniformBuffer.setSubData(0, mvpMatricesData);
}
function setBufferDataByPersistentMapBuffer(device, commandEncoder, uniformBufferSize, uniformBuffer, mvpMatricesData) {
const [srcBuffer, arrayBuffer] = device.createBufferMapped({
size: uniformBufferSize,
usage: GPUBufferUsage.COPY_SRC
});
new Float32Array(arrayBuffer).set(mvpMatricesData);
srcBuffer.unmap();
commandEncoder.copyBufferToBuffer(srcBuffer, 0, uniformBuffer, 0, uniformBufferSize);
const commandBuffer = commandEncoder.finish();
const queue = device.defaultQueue;
queue.submit([commandBuffer]);
srcBuffer.destroy();
}
async function init(canvas) {
const vertexShaderGLSL = `#version 450
#define MAX_NUM_INSTANCES 160000
layout(set = 0, binding = 0) uniform Uniforms {
mat4 modelViewProjectionMatrix[MAX_NUM_INSTANCES];
} uniforms;
void main() {
gl_Position = uniforms.modelViewProjectionMatrix[gl_InstanceIndex] * vec4(1.0);
}`;
const fragmentShaderGLSL = `#version 450
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1.0);
}`;
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice({});
const glslang = await glslangModule();
const context = canvas.getContext('gpupresent');
const swapChain = context.configureSwapChain({
device,
format: "bgra8unorm"
});
const uniformsBindGroupLayout = device.createBindGroupLayout({
bindings: [{
binding: 0,
visibility: 1,
type: "uniform-buffer"
}]
});
const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [uniformsBindGroupLayout] });
const pipeline = device.createRenderPipeline({
layout: pipelineLayout,
vertexStage: {
module: device.createShaderModule({
code: glslang.compileGLSL(vertexShaderGLSL, "vertex")
}),
entryPoint: "main"
},
fragmentStage: {
module: device.createShaderModule({
code: glslang.compileGLSL(fragmentShaderGLSL, "fragment")
}),
entryPoint: "main"
},
primitiveTopology: "triangle-list",
colorStates: [{
format: "bgra8unorm",
}],
});
const renderPassDescriptor = {
colorAttachments: [{
// attachment is acquired in render loop.
attachment: undefined,
loadValue: { r: 0.5, g: 0.5, b: 0.5, a: 1.0 },
}]
};
const numInstances = 160000;
const matrixFloatCount = 16; // 4x4 matrix
const matrixSize = 4 * matrixFloatCount;
const uniformBufferSize = numInstances * matrixSize;
const uniformBuffer = device.createBuffer({
size: uniformBufferSize,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
const uniformBindGroup = device.createBindGroup({
layout: uniformsBindGroupLayout,
bindings: [{
binding: 0,
resource: {
buffer: uniformBuffer,
}
}],
});
let mvpMatricesData = new Float32Array(matrixFloatCount * numInstances);
function updateTransformationMatrix() {
for (let i = 0; i < numInstances; i++) {
mvpMatricesData[i] = Math.random();
}
}
updateTransformationMatrix();
var lastTime = null;
function frame(time) {
if (lastTime !== null) {
console.log(time - lastTime);
}
lastTime = time;
renderPassDescriptor.colorAttachments[0].attachment = swapChain.getCurrentTexture().createView();
const commandEncoder = device.createCommandEncoder({});
setBufferDataBySetSubData(uniformBuffer, mvpMatricesData);
// setBufferDataByPersistentMapBuffer(device, commandEncoder, uniformBufferSize, uniformBuffer, mvpMatricesData);
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.draw(1, numInstances, 0, 0);
passEncoder.endPass();
device.defaultQueue.submit([commandEncoder.finish()]);
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
init(document.querySelector("canvas"))
</script>
</body>
</html>