onnxruntime-web
Version:
A Javascript library for running ONNX models on browsers
206 lines (200 loc) • 7.47 kB
text/typescript
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
import { env } from 'onnxruntime-common';
import { Logger, Profiler } from '../../instrument';
import { GlslPreprocessor } from './glsl-preprocessor';
import { getVertexShaderSource } from './glsl-source';
import { TextureLayoutStrategy } from './texture-layout-strategy';
import { Artifact, ProgramInfo, ProgramVariable, TextureData, TextureLayout, VariableInfo } from './types';
import { WebGLContext } from './webgl-context';
/**
* ProgramManager is the main class behind running computations
* It builds ProgramInfo's into Artifacts
* It compiles given ProgramInfo's into WebGL Prorams (cached as Artifacts)
* Uses the artifact to run the computation by calling Draw on
* the WebGL drawing buffer
* ProgramManager automatically maps (binds) input variables to their
* corresponding Location's in the binary program
*/
export class ProgramManager {
repo: Map<unknown, Artifact>; // this should be per-session object
vertexShader: WebGLShader;
attributesBound: boolean;
constructor(
public profiler: Readonly<Profiler>,
public glContext: WebGLContext,
public textureLayoutStrategy: TextureLayoutStrategy,
) {
this.repo = new Map();
this.attributesBound = false;
}
getArtifact(key: unknown): Artifact | undefined {
return this.repo.get(key);
}
setArtifact(key: unknown, artifact: Artifact): void {
this.repo.set(key, artifact);
}
run(buildArtifact: Artifact, inputs: TextureData[], output: TextureData): void {
this.profiler.event(
'op',
`ProgramManager.run ${buildArtifact.programInfo.name ?? 'unknown kernel'}`,
() => {
const gl = this.glContext.gl;
const program = buildArtifact.program;
gl.useProgram(program);
try {
this.bindOutput(output);
if (!this.attributesBound) {
this.bindAttributes(buildArtifact.attribLocations);
}
this.bindUniforms(buildArtifact.uniformLocations, buildArtifact.programInfo.variables ?? [], inputs);
} catch (err) {
Logger.error('ProgramManager', buildArtifact.programInfo.shaderSource);
throw err;
}
this.profiler.event('backend', 'GlContext.draw()', () => {
this.glContext.draw();
});
},
this.glContext,
);
}
dispose(): void {
if (this.vertexShader) {
this.glContext.deleteShader(this.vertexShader);
}
this.repo.forEach((a) => this.glContext.deleteProgram(a.program));
}
build(programInfo: ProgramInfo, inputTextureLayouts: TextureLayout[], outputTextureLayout: TextureLayout): Artifact {
return this.profiler.event('backend', 'ProgramManager.build', () => {
const preprocessor = new GlslPreprocessor(this.glContext, programInfo, inputTextureLayouts, outputTextureLayout);
const fragScript = preprocessor.preprocess();
const program = this.compile(fragScript);
const artifact = {
programInfo,
program,
uniformLocations: this.getUniformLocations(
program,
preprocessor.context.programInfo.inputNames,
preprocessor.context.programInfo.variables,
),
attribLocations: this.getAttribLocations(program),
};
return artifact;
});
}
protected compile(fragShaderScript: string): WebGLProgram {
if (!this.vertexShader) {
Logger.verbose('ProrgramManager', 'Compiling and caching Vertex shader for the first time');
const vertexShaderScript = getVertexShaderSource(this.glContext.version);
this.vertexShader = this.glContext.compileShader(vertexShaderScript, this.glContext.gl.VERTEX_SHADER);
}
if (env.debug) {
Logger.verbose(
'ProrgramManager',
`FragShader:
${fragShaderScript}
`,
);
}
const fragShader = this.glContext.compileShader(fragShaderScript, this.glContext.gl.FRAGMENT_SHADER);
const program = this.glContext.createProgram(this.vertexShader, fragShader);
this.glContext.deleteShader(fragShader);
return program;
}
bindOutput(td: TextureData): void {
const width = td.width;
const height = td.height;
Logger.verbose(
'ProrgramManager',
`Binding output texture to Framebuffer: w/h=${width}/${height}, shape=${td.shape}, type=${td.tensor.type}`,
);
this.glContext.attachFramebuffer(td.texture, width, height);
}
bindAttributes(attribLocations: Artifact.AttribLocations): void {
const positionHandle = attribLocations.position;
const textureCoordHandle = attribLocations.textureCoord;
this.glContext.setVertexAttributes(positionHandle, textureCoordHandle);
this.attributesBound = true;
}
bindUniforms(
uniformLocations: Artifact.UniformLocations,
variables: ProgramVariable[],
textures: TextureData[],
): void {
const gl = this.glContext.gl;
let texturePosition = 0;
for (const { name, type, location, arrayLength } of uniformLocations) {
const value = variables.find((v) => v.name === name)?.data;
if (type !== 'sampler2D' && !value) {
throw new Error(`variable '${name}' does not have data defined in program info`);
}
switch (type) {
case 'sampler2D':
this.bindTexture(textures[texturePosition], location, texturePosition);
texturePosition++;
break;
case 'float':
if (arrayLength) {
gl.uniform1fv(location, value as number[]);
} else {
gl.uniform1f(location, value as number);
}
break;
case 'int':
if (arrayLength) {
gl.uniform1iv(location, value as number[]);
} else {
gl.uniform1i(location, value as number);
}
break;
default:
throw new Error(`Uniform not implemented: ${type}`);
}
}
}
bindTexture(td: TextureData, uniformHandle: WebGLUniformLocation, position: number): void {
this.glContext.bindTextureToUniform(td.texture, position, uniformHandle);
}
getAttribLocations(program: WebGLProgram): Artifact.AttribLocations {
return {
position: this.getAttribLocation(program, 'position'),
textureCoord: this.getAttribLocation(program, 'textureCoord'),
};
}
getUniformLocations(
program: WebGLProgram,
samplers?: string[],
variables?: VariableInfo[],
): Artifact.UniformLocations {
const uniformLocations: Artifact.UniformLocations = [];
if (samplers) {
for (const sampler of samplers) {
uniformLocations.push({
name: sampler,
type: 'sampler2D',
location: this.getUniformLocation(program, sampler),
});
}
}
if (variables) {
for (const variable of variables) {
uniformLocations.push({ ...variable, location: this.getUniformLocation(program, variable.name) });
}
}
return uniformLocations;
}
getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
const gl = this.glContext.gl;
const reference = gl.getUniformLocation(program, name);
if (reference === null) {
throw new Error(`Uniform ${name} not found.`);
}
return reference;
}
getAttribLocation(program: WebGLProgram, name: string): number {
const gl = this.glContext.gl;
const attributeLocation: number = gl.getAttribLocation(program, name);
return attributeLocation;
}
}