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@luma.gl/shadertools

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Shader module system for luma.gl

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# 64-bit Floating Point package Provides basic 64-bit math support in GPU shaders: | Function | Description | | ------------------------------- | ----------- | | vec2 `add_fp64`(vec2 a, vec2 b) | | | vec2 `sub_fp64`(vec2 a, vec2 b) | | | vec2 `mul_fp64`(vec2 a, vec2 b) | | | vec2 `div_fp64`(vec2 a, vec2 b) | | | vec2 `sqrt_fp64`(vec2 a) | | | vec2 `exp_fp64`(vec2 a) | | | vec2 `log_fp64`(vec2 a) | | | vec2 `sin_fp64`(vec2 a) | | | vec2 `cos_fp64`(vec2 a) | | | vec2 `tan_fp64`(vec2 a) | | ## Precision WebGL does not expose native 64-bit floating point number support of modern desktop GPUs to developers. As an alternative, this module uses two 32-bit native floating point number to extend and preserve significant digits and uses algorithms similar to those used in many multiple precision math libraries to achieve precision close to what IEEE-754 double precision floating point numbers provide. Generally speaking, this mechanism provide 46 significant digits in mantissa (48 overall) within the normal range of 32-bit single precision float point numbers. This transfers to ~ `1x10^-15` relative error within ~ `1.2x10^-38` and `1.7x10^+38`. The error bound as tested on 2015 MacBook Pro with AMD Radeon R9 M370X GPU: ``` Addition and subtraction: < 1 ulp Multiplication: ~1.5 ulps Division: ~2 ulps Square root: ~2.6 ulps Exponential: ~2.6 ulps Logarithm: ~11.6 ulps (depends on the accuracy of native log() function) Trigonometry: ~5 ulps ``` Note: `ulp` = [unit of least precision](https://en.wikipedia.org/wiki/Unit_in_the_last_place) ## Performance Implications Since 64-bit floating point math is emulated using the multiple precision arithmetic, it costs significantly more GPU cycles than native 32-bit math (more than an order of magnitude, not to mention the non-IEEE compliant "fast-math" functions that most GPUs use to trade accuracy for speed). However, by using 64-bit math only in accuracy critical paths, the performance impact of using 64-bit calculations will normally be significantly less than an order of magnitude. For many applications, the amount of time spent in e.g. the vertex shading stage is only part of the time spent in the whole the rendering pipeline. There will be a memory impact too, in that all vertex attributes and uniform data that uses 64-bit maths require double storage space in JavaScirpt. Same as mentioned above, since a layer usually has some attributes that do not require 64-bit maths,the total memory impact normally be somewhat less than 2x. ## References - http://crd-legacy.lbl.gov/~dhbailey/mpdist - https://gmplib.org