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WebGPU Simple Textured Quad - Import Canvas (speed check, update 100 textures, no mips)
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@import url(https://webgpufundamentals.org/webgpu/resources/webgpu-lesson.css); | |
html, body { | |
margin: 0; /* remove the default margin */ | |
height: 100%; /* make the html,body fill the page */ | |
} | |
canvas { | |
display: block; /* make the canvas act like a block */ | |
width: 100%; /* make the canvas fill its container */ | |
height: 100%; | |
} | |
#info { | |
position: absolute; | |
left: 0; | |
top: 0; | |
background-color: black; | |
color: white; | |
margin: 0; | |
padding: 0.5em; | |
} |
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<canvas></canvas> | |
<pre id="info"></pre> |
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// WebGPU Simple Textured Quad - Import Canvas | |
// from https://webgpufundamentals.org/webgpu/webgpu-simple-textured-quad-import-canvas.html | |
// see https://webgpufundamentals.org/webgpu/lessons/webgpu-utils.html#wgpu-matrix | |
import {mat4} from 'https://webgpufundamentals.org/3rdparty/wgpu-matrix.module.js'; | |
import GUI from 'https://webgpufundamentals.org/3rdparty/muigui-0.x.module.js'; | |
async function main() { | |
const adapter = await navigator.gpu?.requestAdapter(); | |
const device = await adapter?.requestDevice(); | |
if (!device) { | |
fail('need a browser that supports WebGPU'); | |
return; | |
} | |
// Get a WebGPU context from the canvas and configure it | |
const canvas = document.querySelector('canvas'); | |
const context = canvas.getContext('webgpu'); | |
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | |
context.configure({ | |
device, | |
format: presentationFormat, | |
}); | |
const module = device.createShaderModule({ | |
label: 'our hardcoded textured quad shaders', | |
code: ` | |
struct OurVertexShaderOutput { | |
@builtin(position) position: vec4f, | |
@location(0) texcoord: vec2f, | |
}; | |
struct Uniforms { | |
matrix: mat4x4f, | |
}; | |
@group(0) @binding(2) var<uniform> uni: Uniforms; | |
@vertex fn vs( | |
@builtin(vertex_index) vertexIndex : u32 | |
) -> OurVertexShaderOutput { | |
let pos = array( | |
vec3f(-0.5, 0.5,-0.5), | |
vec3f( 0.5, 0.5,-0.5), | |
vec3f(-0.5, 0.5, 0.5), | |
vec3f(-0.5, 0.5, 0.5), | |
vec3f( 0.5, 0.5,-0.5), | |
vec3f( 0.5, 0.5, 0.5), | |
); | |
var vsOutput: OurVertexShaderOutput; | |
let xyz = pos[vertexIndex]; | |
vsOutput.position = uni.matrix * vec4f(xyz, 1.0); | |
vsOutput.texcoord = (xyz.xz + 0.5) * vec2f(1, 50); | |
return vsOutput; | |
} | |
@group(0) @binding(0) var ourSampler: sampler; | |
@group(0) @binding(1) var ourTexture: texture_2d<f32>; | |
@fragment fn fs(fsInput: OurVertexShaderOutput) -> @location(0) vec4f { | |
return textureSample(ourTexture, ourSampler, fsInput.texcoord); | |
} | |
`, | |
}); | |
const pipeline = device.createRenderPipeline({ | |
label: 'hardcoded textured quad pipeline', | |
layout: 'auto', | |
vertex: { | |
module, | |
}, | |
fragment: { | |
module, | |
targets: [{ format: presentationFormat }], | |
}, | |
depthStencil: { | |
depthWriteEnabled: true, | |
depthCompare: 'less', | |
format: 'depth24plus', | |
}, | |
}); | |
const numMipLevels = (...sizes) => { | |
const maxSize = Math.max(...sizes); | |
return 1 + Math.log2(maxSize) | 0; | |
}; | |
function copySourceToTexture(device, texture, source, {flipY} = {}) { | |
device.queue.copyExternalImageToTexture( | |
{ source, flipY, }, | |
{ texture }, | |
{ width: source.width, height: source.height }, | |
); | |
if (texture.mipLevelCount > 1) { | |
generateMips(device, texture); | |
} | |
} | |
function createTextureFromSource(device, source, options = {}) { | |
const texture = device.createTexture({ | |
format: 'rgba8unorm', | |
mipLevelCount: options.mips ? numMipLevels(source.width, source.height) : 1, | |
size: [source.width, source.height], | |
usage: GPUTextureUsage.TEXTURE_BINDING | | |
GPUTextureUsage.COPY_DST | | |
GPUTextureUsage.RENDER_ATTACHMENT, | |
}); | |
copySourceToTexture(device, texture, source, options); | |
return texture; | |
} | |
const generateMips = (() => { | |
let sampler; | |
let module; | |
const pipelineByFormat = {}; | |
return function generateMips(device, texture) { | |
if (!module) { | |
module = device.createShaderModule({ | |
label: 'textured quad shaders for mip level generation', | |
code: ` | |
struct VSOutput { | |
@builtin(position) position: vec4f, | |
@location(0) texcoord: vec2f, | |
}; | |
@vertex fn vs( | |
@builtin(vertex_index) vertexIndex : u32 | |
) -> VSOutput { | |
let pos = array( | |
vec2f( 0.0, 0.0), // center | |
vec2f( 1.0, 0.0), // right, center | |
vec2f( 0.0, 1.0), // center, top | |
// 2st triangle | |
vec2f( 0.0, 1.0), // center, top | |
vec2f( 1.0, 0.0), // right, center | |
vec2f( 1.0, 1.0), // right, top | |
); | |
var vsOutput: VSOutput; | |
let xy = pos[vertexIndex]; | |
vsOutput.position = vec4f(xy * 2.0 - 1.0, 0.0, 1.0); | |
vsOutput.texcoord = vec2f(xy.x, 1.0 - xy.y); | |
return vsOutput; | |
} | |
@group(0) @binding(0) var ourSampler: sampler; | |
@group(0) @binding(1) var ourTexture: texture_2d<f32>; | |
@fragment fn fs(fsInput: VSOutput) -> @location(0) vec4f { | |
return textureSample(ourTexture, ourSampler, fsInput.texcoord); | |
} | |
`, | |
}); | |
sampler = device.createSampler({ | |
minFilter: 'linear', | |
}); | |
} | |
if (!pipelineByFormat[texture.format]) { | |
pipelineByFormat[texture.format] = device.createRenderPipeline({ | |
label: 'mip level generator pipeline', | |
layout: 'auto', | |
vertex: { | |
module, | |
}, | |
fragment: { | |
module, | |
targets: [{ format: texture.format }], | |
}, | |
}); | |
} | |
const pipeline = pipelineByFormat[texture.format]; | |
const encoder = device.createCommandEncoder({ | |
label: 'mip gen encoder', | |
}); | |
let width = texture.width; | |
let height = texture.height; | |
let baseMipLevel = 0; | |
while (width > 1 || height > 1) { | |
width = Math.max(1, width / 2 | 0); | |
height = Math.max(1, height / 2 | 0); | |
const bindGroup = device.createBindGroup({ | |
layout: pipeline.getBindGroupLayout(0), | |
entries: [ | |
{ binding: 0, resource: sampler }, | |
{ binding: 1, resource: texture.createView({baseMipLevel, mipLevelCount: 1}) }, | |
], | |
}); | |
++baseMipLevel; | |
const renderPassDescriptor = { | |
label: 'our basic canvas renderPass', | |
colorAttachments: [ | |
{ | |
view: texture.createView({baseMipLevel, mipLevelCount: 1}), | |
loadOp: 'clear', | |
storeOp: 'store', | |
}, | |
], | |
}; | |
const pass = encoder.beginRenderPass(renderPassDescriptor); | |
pass.setPipeline(pipeline); | |
pass.setBindGroup(0, bindGroup); | |
pass.draw(6); // call our vertex shader 6 times | |
pass.end(); | |
} | |
const commandBuffer = encoder.finish(); | |
device.queue.submit([commandBuffer]); | |
}; | |
})(); | |
const size = 2048; | |
const half = size / 2; | |
const ctx = document.createElement('canvas').getContext('2d'); | |
ctx.canvas.width = size; | |
ctx.canvas.height = size; | |
const hsl = (h, s, l) => `hsl(${h * 360 | 0}, ${s * 100}%, ${l * 100 | 0}%)`; | |
function update2DCanvas(time) { | |
time *= 0.0001; | |
ctx.fillStyle = hsl(time + 0.5, 1, 0.125) | |
ctx.fillRect(0, 0, size, size); | |
ctx.font = `${size * 0.5 | 0}px monospace`; | |
ctx.textAlign = 'center'; | |
ctx.textBaseline = 'middle'; | |
ctx.save(); | |
ctx.translate(half, half); | |
const num = 20; | |
const t = (time * 1000).toFixed(0); | |
ctx.scale(0.1, 0.1); | |
for (let i = 0; i < num; ++i) { | |
ctx.fillStyle = hsl(i / num * 0.4 + time, 1, i % 2 * 0.5); | |
ctx.fillText(t, 0, 0); | |
ctx.translate(0, size / num * 0.5); | |
ctx.scale(1.1, 1.1); | |
} | |
ctx.restore(); | |
} | |
update2DCanvas(0); | |
const maxTextures = 100; | |
const textures = new Array(maxTextures).fill(0).map(_ => createTextureFromSource(device, ctx.canvas, {mips: false})); | |
// offsets to the various uniform values in float32 indices | |
const kMatrixOffset = 0; | |
const objectInfos = []; | |
for (let j = 0; j < maxTextures; j += 8) { | |
for (let i = 0; i < 8; ++i) { | |
if (i + j >= maxTextures) { | |
break; | |
} | |
const sampler = device.createSampler({ | |
addressModeU: 'repeat', | |
addressModeV: 'repeat', | |
magFilter: (i & 1) ? 'linear' : 'nearest', | |
minFilter: (i & 2) ? 'linear' : 'nearest', | |
mipmapFilter: (i & 4) ? 'linear' : 'nearest', | |
}); | |
// create a buffer for the uniform values | |
const uniformBufferSize = | |
16 * 4; // matrix is 16 32bit floats (4bytes each) | |
const uniformBuffer = device.createBuffer({ | |
label: 'uniforms for quad', | |
size: uniformBufferSize, | |
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | |
}); | |
// create a typedarray to hold the values for the uniforms in JavaScript | |
const uniformValues = new Float32Array(uniformBufferSize / 4); | |
const matrix = uniformValues.subarray(kMatrixOffset, 16); | |
const bindGroup = device.createBindGroup({ | |
layout: pipeline.getBindGroupLayout(0), | |
entries: [ | |
{ binding: 0, resource: sampler }, | |
{ binding: 1, resource: textures[i + j].createView() }, | |
{ binding: 2, resource: { buffer: uniformBuffer }}, | |
], | |
}); | |
// Save the data we need to render this object. | |
objectInfos.push({ | |
bindGroup, | |
matrix, | |
uniformValues, | |
uniformBuffer, | |
}); | |
} | |
} | |
const renderPassDescriptor = { | |
label: 'our basic canvas renderPass', | |
colorAttachments: [ | |
{ | |
// view: <- to be filled out when we render | |
clearValue: [0.3, 0.3, 0.3, 1], | |
loadOp: 'clear', | |
storeOp: 'store', | |
}, | |
], | |
depthStencilAttachment: { | |
// view: undefined, // Assigned later | |
depthClearValue: 1.0, | |
depthLoadOp: 'clear', | |
depthStoreOp: 'store', | |
}, | |
}; | |
let ticks = [{time: 0, deltaTime: 1/60}]; | |
let deltaAvg = 0; | |
const info = document.querySelector('#info'); | |
const settings = { | |
copyCount: 40, | |
}; | |
const gui = new GUI(); | |
gui.add(settings, 'copyCount', 1, maxTextures, 1); | |
let depthTexture; | |
function render(time) { | |
let last = ticks[ticks.length - 1] | |
let deltaCur = time - last.time; | |
deltaAvg = ((deltaAvg * ticks.length) + deltaCur) / (ticks.length + 1) | |
ticks.push({time: time, deltaTime: deltaCur}) | |
if (ticks.length > 60) { | |
deltaAvg = ((deltaAvg * ticks.length) - ticks[0].deltaTime) / (ticks.length - 1) | |
ticks.shift() | |
} | |
info.textContent = `fps: ${(1000 / deltaAvg).toFixed(0)}`; | |
update2DCanvas(time); | |
for (let i = 0; i < settings.copyCount; ++i) { | |
copySourceToTexture(device, textures[i], ctx.canvas); | |
} | |
const fov = 60 * Math.PI / 180; // 60 degrees in radians | |
const aspect = canvas.clientWidth / canvas.clientHeight; | |
const zNear = 1; | |
const zFar = 2000; | |
const projectionMatrix = mat4.perspective(fov, aspect, zNear, zFar); | |
const cameraPosition = [0, 0, 2]; | |
const up = [0, 1, 0]; | |
const target = [0, 0, 0]; | |
const viewMatrix = mat4.lookAt(cameraPosition, target, up); | |
const viewProjectionMatrix = mat4.multiply(projectionMatrix, viewMatrix); | |
// Get the current texture from the canvas context and | |
// set it as the texture to render to. | |
const canvasTexture = context.getCurrentTexture(); | |
renderPassDescriptor.colorAttachments[0].view = canvasTexture.createView(); | |
if (!depthTexture || depthTexture.width !== canvasTexture.width || depthTexture.height !== canvasTexture.height) { | |
depthTexture?.destroy(); | |
depthTexture = device.createTexture({ | |
size: [canvasTexture.width, canvasTexture.height], | |
format: 'depth24plus', | |
usage: GPUTextureUsage.RENDER_ATTACHMENT, | |
}); | |
renderPassDescriptor.depthStencilAttachment.view = depthTexture.createView(); | |
} | |
const encoder = device.createCommandEncoder({ | |
label: 'render quad encoder', | |
}); | |
const pass = encoder.beginRenderPass(renderPassDescriptor); | |
pass.setPipeline(pipeline); | |
const ss = [ | |
{ x: -1, y: 1, zRot: 0, /*magFilter: gl.NEAREST, minFilter: gl.NEAREST, */ }, | |
{ x: 0, y: 1, zRot: 0, /*magFilter: gl.LINEAR, minFilter: gl.LINEAR, */ }, | |
{ x: 1, y: 1, zRot: 0, /*magFilter: gl.LINEAR, minFilter: gl.NEAREST_MIPMAP_NEAREST, */ }, | |
{ x: -1, y: -1, zRot: 1, /*magFilter: gl.LINEAR, minFilter: gl.LINEAR_MIPMAP_NEAREST, */ }, | |
{ x: 0, y: -1, zRot: 1, /*magFilter: gl.LINEAR, minFilter: gl.NEAREST_MIPMAP_LINEAR, */ }, | |
{ x: 1, y: -1, zRot: 1, /*magFilter: gl.LINEAR, minFilter: gl.LINEAR_MIPMAP_LINEAR, */ }, | |
]; | |
const xSpacing = 1.2; | |
const ySpacing = 0.7; | |
const zDepth = 50; | |
for (let j = 0; j < objectInfos.length; j += 6) { | |
ss.forEach(function(s, i) { | |
if (j + i >= objectInfos.length) { | |
return; | |
} | |
const {bindGroup, matrix, uniformBuffer, uniformValues} = objectInfos[j + i]; | |
mat4.translate(viewProjectionMatrix, [s.x * xSpacing + j * 0.1, s.y * ySpacing, -zDepth * 0.5], matrix); | |
mat4.rotateZ(matrix, s.zRot * Math.PI, matrix); | |
mat4.scale(matrix, [1, 1, zDepth], matrix); | |
// copy the values from JavaScript to the GPU | |
device.queue.writeBuffer(uniformBuffer, 0, uniformValues); | |
pass.setBindGroup(0, bindGroup); | |
pass.draw(6); // call our vertex shader 6 times | |
}); | |
} | |
pass.end(); | |
const commandBuffer = encoder.finish(); | |
device.queue.submit([commandBuffer]); | |
requestAnimationFrame(render); | |
} | |
requestAnimationFrame(render); | |
const observer = new ResizeObserver(entries => { | |
for (const entry of entries) { | |
const canvas = entry.target; | |
const width = entry.contentBoxSize[0].inlineSize; | |
const height = entry.contentBoxSize[0].blockSize; | |
canvas.width = Math.max(1, Math.min(width, device.limits.maxTextureDimension2D)); | |
canvas.height = Math.max(1, Math.min(height, device.limits.maxTextureDimension2D)); | |
} | |
}); | |
observer.observe(canvas); | |
canvas.addEventListener('click', () => { | |
texNdx = (texNdx + 1) % textures.length; | |
}); | |
} | |
function fail(msg) { | |
// eslint-disable-next-line no-alert | |
alert(msg); | |
} | |
main(); | |
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{"name":"WebGPU Simple Textured Quad - Import Canvas (speed check, update 100 textures, no mips)","settings":{},"filenames":["index.html","index.css","index.js"]} |
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