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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no"> | ||
<title>webgpu-samples: timestampQuery</title> | ||
<style> | ||
:root { | ||
color-scheme: light dark; | ||
} | ||
html, body { | ||
margin: 0; /* remove default margin */ | ||
height: 100%; /* make body fill the browser window */ | ||
display: flex; | ||
place-content: center center; | ||
} | ||
canvas { | ||
width: 600px; | ||
height: 600px; | ||
max-width: 100%; | ||
display: block; | ||
} | ||
</style> | ||
<script defer src="main.js" type="module"></script> | ||
<script defer type="module" src="../../js/iframe-helper.js"></script> | ||
</head> | ||
<body> | ||
<canvas></canvas> | ||
</body> | ||
</html> |
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import { GUI } from 'dat.gui'; | ||
import { mat4, vec3 } from 'wgpu-matrix'; | ||
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import { | ||
cubeVertexArray, | ||
cubeVertexSize, | ||
cubeUVOffset, | ||
cubePositionOffset, | ||
cubeVertexCount, | ||
} from '../../meshes/cube'; | ||
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import basicVertWGSL from '../../shaders/basic.vert.wgsl'; | ||
import sampleTextureMixColorWGSL from '../../shaders/red.frag.wgsl'; | ||
import { quitIfWebGPUNotAvailable, fail } from '../util'; | ||
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const canvas = document.querySelector('canvas') as HTMLCanvasElement; | ||
const adapter = await navigator.gpu?.requestAdapter(); | ||
if (!adapter.features.has("timestamp-query")) { | ||
fail('WebGPU timestamp queries are not supported on this system'); | ||
} | ||
const device = await adapter?.requestDevice({ | ||
// We request a device that has support for timestamp queries | ||
requiredFeatures: [ "timestamp-query" ], | ||
}); | ||
quitIfWebGPUNotAvailable(adapter, device); | ||
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const perfDisplayContainer = document.createElement('div'); | ||
perfDisplayContainer.style.color = 'white'; | ||
perfDisplayContainer.style.background = 'black'; | ||
perfDisplayContainer.style.position = 'absolute'; | ||
perfDisplayContainer.style.top = '10px'; | ||
perfDisplayContainer.style.left = '10px'; | ||
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const perfDisplay = document.createElement('pre'); | ||
perfDisplayContainer.appendChild(perfDisplay); | ||
if (canvas.parentNode) { | ||
canvas.parentNode.appendChild(perfDisplayContainer); | ||
} else { | ||
console.error('canvas.parentNode is null'); | ||
} | ||
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const context = canvas.getContext('webgpu') as GPUCanvasContext; | ||
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const devicePixelRatio = window.devicePixelRatio; | ||
canvas.width = canvas.clientWidth * devicePixelRatio; | ||
canvas.height = canvas.clientHeight * devicePixelRatio; | ||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); | ||
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context.configure({ | ||
device, | ||
format: presentationFormat, | ||
}); | ||
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// Create timestamp queries | ||
const timestampQuerySet = device.createQuerySet({ | ||
type: "timestamp", | ||
count: 2, // begin and end | ||
}); | ||
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// Create a buffer where to store the result of GPU queries | ||
const timestampBufferSize = 2 * 8; // timestamps are uint64 | ||
const timestampBuffer = device.createBuffer({ | ||
size: timestampBufferSize, | ||
usage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.QUERY_RESOLVE, | ||
}); | ||
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// Create a buffer to map the result back to the CPU | ||
const timestampMapBuffer = device.createBuffer({ | ||
size: timestampBufferSize, | ||
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ, | ||
}); | ||
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// Create a vertex buffer from the cube data. | ||
const verticesBuffer = device.createBuffer({ | ||
size: cubeVertexArray.byteLength, | ||
usage: GPUBufferUsage.VERTEX, | ||
mappedAtCreation: true, | ||
}); | ||
new Float32Array(verticesBuffer.getMappedRange()).set(cubeVertexArray); | ||
verticesBuffer.unmap(); | ||
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const pipeline = device.createRenderPipeline({ | ||
layout: 'auto', | ||
vertex: { | ||
module: device.createShaderModule({ | ||
code: basicVertWGSL, | ||
}), | ||
buffers: [ | ||
{ | ||
arrayStride: cubeVertexSize, | ||
attributes: [ | ||
{ | ||
// position | ||
shaderLocation: 0, | ||
offset: cubePositionOffset, | ||
format: 'float32x4', | ||
}, | ||
{ | ||
// uv | ||
shaderLocation: 1, | ||
offset: cubeUVOffset, | ||
format: 'float32x2', | ||
}, | ||
], | ||
}, | ||
], | ||
}, | ||
fragment: { | ||
module: device.createShaderModule({ | ||
code: sampleTextureMixColorWGSL, | ||
}), | ||
targets: [ | ||
{ | ||
format: presentationFormat, | ||
}, | ||
], | ||
}, | ||
primitive: { | ||
topology: 'triangle-list', | ||
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// Backface culling since the cube is solid piece of geometry. | ||
// Faces pointing away from the camera will be occluded by faces | ||
// pointing toward the camera. | ||
cullMode: 'back', | ||
}, | ||
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// Enable depth testing so that the fragment closest to the camera | ||
// is rendered in front. | ||
depthStencil: { | ||
depthWriteEnabled: true, | ||
depthCompare: 'less', | ||
format: 'depth24plus', | ||
}, | ||
}); | ||
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const depthTexture = device.createTexture({ | ||
size: [canvas.width, canvas.height], | ||
format: 'depth24plus', | ||
usage: GPUTextureUsage.RENDER_ATTACHMENT, | ||
}); | ||
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const uniformBufferSize = 4 * 16; // 4x4 matrix | ||
const uniformBuffer = device.createBuffer({ | ||
size: uniformBufferSize, | ||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, | ||
}); | ||
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const uniformBindGroup = device.createBindGroup({ | ||
layout: pipeline.getBindGroupLayout(0), | ||
entries: [ | ||
{ | ||
binding: 0, | ||
resource: { | ||
buffer: uniformBuffer, | ||
}, | ||
}, | ||
], | ||
}); | ||
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const renderPassDescriptor: GPURenderPassDescriptor = { | ||
colorAttachments: [ | ||
{ | ||
view: undefined, // Assigned later | ||
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clearValue: [0.5, 0.5, 0.5, 1.0], | ||
loadOp: 'clear', | ||
storeOp: 'store', | ||
}, | ||
], | ||
depthStencilAttachment: { | ||
view: depthTexture.createView(), | ||
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depthClearValue: 1.0, | ||
depthLoadOp: 'clear', | ||
depthStoreOp: 'store', | ||
}, | ||
// We instruct the render pass to write to the timestamp query before/after | ||
timestampWrites: { | ||
querySet: timestampQuerySet, | ||
beginningOfPassWriteIndex: 0, | ||
endOfPassWriteIndex: 1, | ||
} | ||
}; | ||
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const aspect = canvas.width / canvas.height; | ||
const projectionMatrix = mat4.perspective((2 * Math.PI) / 5, aspect, 1, 100.0); | ||
const modelViewProjectionMatrix = mat4.create(); | ||
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function getTransformationMatrix() { | ||
const viewMatrix = mat4.identity(); | ||
mat4.translate(viewMatrix, vec3.fromValues(0, 0, -4), viewMatrix); | ||
const now = Date.now() / 1000; | ||
mat4.rotate( | ||
viewMatrix, | ||
vec3.fromValues(Math.sin(now), Math.cos(now), 0), | ||
1, | ||
viewMatrix | ||
); | ||
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mat4.multiply(projectionMatrix, viewMatrix, modelViewProjectionMatrix); | ||
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return modelViewProjectionMatrix; | ||
} | ||
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// State used to avoid firing concurrent readback of timestamp values | ||
let hasOngoingTimestampReadback = false; | ||
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// A minimalistic perf timer class that computes mean + stddev online | ||
class PerfCounter { | ||
sampleCount: number; | ||
accumulated: number; | ||
accumulatedSq: number; | ||
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constructor() { | ||
this.sampleCount = 0; | ||
this.accumulated = 0; | ||
this.accumulatedSq = 0; | ||
} | ||
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addSample(value: number) { | ||
this.sampleCount += 1; | ||
this.accumulated += value; | ||
this.accumulatedSq += value * value; | ||
} | ||
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getAverage(): number { | ||
return this.sampleCount === 0 ? 0 : this.accumulated / this.sampleCount; | ||
} | ||
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getStddev(): number { | ||
if (this.sampleCount === 0) return 0; | ||
const avg = this.getAverage(); | ||
const variance = this.accumulatedSq / this.sampleCount - avg * avg; | ||
return Math.sqrt(Math.max(0.0, variance)); | ||
} | ||
} | ||
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const renderPassDurationCounter = new PerfCounter(); | ||
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function frame() { | ||
const transformationMatrix = getTransformationMatrix(); | ||
device.queue.writeBuffer( | ||
uniformBuffer, | ||
0, | ||
transformationMatrix.buffer, | ||
transformationMatrix.byteOffset, | ||
transformationMatrix.byteLength | ||
); | ||
renderPassDescriptor.colorAttachments[0].view = context | ||
.getCurrentTexture() | ||
.createView(); | ||
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const commandEncoder = device.createCommandEncoder(); | ||
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); | ||
passEncoder.setPipeline(pipeline); | ||
passEncoder.setBindGroup(0, uniformBindGroup); | ||
passEncoder.setVertexBuffer(0, verticesBuffer); | ||
passEncoder.draw(cubeVertexCount); | ||
passEncoder.end(); | ||
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// After the end of the measured render pass, we resolve queries into a | ||
// dedicated buffer. | ||
commandEncoder.resolveQuerySet( | ||
timestampQuerySet, | ||
0 /* firstQuery */, | ||
2 /* queryCount */, | ||
timestampBuffer, | ||
0, /* destinationOffset */ | ||
); | ||
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if (!hasOngoingTimestampReadback) { | ||
// Copy values to the mapped buffer | ||
commandEncoder.copyBufferToBuffer( | ||
timestampBuffer, 0, | ||
timestampMapBuffer, 0, | ||
timestampBufferSize, | ||
); | ||
} | ||
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device.queue.submit([commandEncoder.finish()]); | ||
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// Read timestamp value back from GPU buffers | ||
if (!hasOngoingTimestampReadback) { | ||
hasOngoingTimestampReadback = true; | ||
timestampMapBuffer | ||
.mapAsync(GPUMapMode.READ, 0, timestampBufferSize) | ||
.then(() => { | ||
const buffer = timestampMapBuffer.getMappedRange(0, timestampBufferSize); | ||
const timestamps = new BigUint64Array(buffer); | ||
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// Measure difference (in bigints) | ||
const elapsedNs = timestamps[1] - timestamps[0]; | ||
// Cast into regular int (ok because value is small after difference) | ||
// and convert from nanoseconds to milliseconds: | ||
const elapsedMs = Number(elapsedNs) * 1e-6; | ||
renderPassDurationCounter.addSample(elapsedMs); | ||
console.log("timestamps (ms): elapsed", elapsedMs, "avg", renderPassDurationCounter.getAverage()); | ||
perfDisplay.innerHTML = `Render Pass duration: ${renderPassDurationCounter.getAverage().toFixed(3)} ms ± ${renderPassDurationCounter.getStddev().toFixed(3)} ms`; | ||
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timestampMapBuffer.unmap(); | ||
hasOngoingTimestampReadback = false; | ||
}) | ||
} | ||
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requestAnimationFrame(frame); | ||
} | ||
requestAnimationFrame(frame); |
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export default { | ||
name: 'Timestamp Query', | ||
description: 'This example shows how to use timestamp queries to measure render pass duration.', | ||
filename: __DIRNAME__, | ||
sources: [ | ||
{ path: 'main.ts' }, | ||
{ path: '../../shaders/basic.vert.wgsl' }, | ||
{ path: '../../shaders/red.frag.wgsl' }, | ||
{ path: '../../meshes/cube.ts' }, | ||
], | ||
}; |
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@group(0) @binding(1) var mySampler: sampler; | ||
@group(0) @binding(2) var myTexture: texture_2d<f32>; | ||
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@fragment | ||
fn main( | ||
@location(0) fragUV: vec2f, | ||
@location(1) fragPosition: vec4f | ||
) -> @location(0) vec4f { | ||
return textureSample(myTexture, mySampler, fragUV) * fragPosition; | ||
} |
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