weblas
Version:
GPU accelerated BLAS for node and the browser
136 lines (95 loc) • 3.7 kB
JavaScript
var WebGL = require('./webgl'),
glslify = require('glslify');
/* A calculator object for the Float texture based AXPY
a times X plus Y (AXPY):
Y = a * X + Y
where X + Y is elementwise matrix addition
webgl - a weblas.WebGL object
standalone - whether or not to automatically run the floating point encode
step for rendering to an UNSIGNED_BYTE texture (this is required for
mobile, circa 2015) but can't be used as part of a pipeline.
* uploads and downloads data
* executes calculation
*/
function SAXPYCalculator(webgl, standalone){
this.webgl = webgl,
this.standalone = standalone || true; // default to standalone mode
var s = glslify('./glsl/saxpy/standalone.glsl');
// p = glslify('./glsl/saxpy/pipeline.glsl');
// create the webgl shader program for this calculation
// based on the specific fragment shader for this calculation
// and the generic pass through shader
if(this.standalone){
this.program = this.webgl.createProgram(s);
} else {
this.program = this.webgl.createProgram(p);
}
}
module.exports = SAXPYCalculator;
/* Names of the uniforms (variables) used in the shader program passed in on
each calculation.
*/
SAXPYCalculator.TEXTURE_UNIFORM_NAME_0 = "X";
SAXPYCalculator.TEXTURE_UNIFORM_NAME_1 = "Y";
SAXPYCalculator.LENGTH_UNIFORM_NAME = "N";
SAXPYCalculator.COEFFICIENT_UNIFORM_NAME = "a";
/* Calculate the AXPY, with the given data.
N - number of elements in X and Y
a - scalar coefficient to X
X - left hand vector (texture)
Y - right hand vector (texture)
out - output (texture)
How this works:
1. Activate our shader program
2. Bind input textures
3. Set shader program parameters
4. Bind output texture
5. Activate calculation with `drawElements`
*/
SAXPYCalculator.prototype.calculate = function(N, a, X, Y, out){
var gl = this.webgl.context;
/*
var h1 = M, w1 = K,
h2 = K, w2 = N;
*/
this.webgl.selectProgram(this.program);
// create and bind our input texture using matrix data
this.bindInputTexture(X, gl.TEXTURE0, SAXPYCalculator.TEXTURE_UNIFORM_NAME_0);
this.bindInputTexture(Y, gl.TEXTURE1, SAXPYCalculator.TEXTURE_UNIFORM_NAME_1);
var pad = this.webgl.getPad(N);
// set the data specific variables in our shader program
this.bindUniforms(N + pad, a);
// create our destination texture
this.webgl.bindOutputTexture(1, N + pad, out);
// initiate calculation
gl.drawElements(gl.TRIANGLES, /*num items*/6, gl.UNSIGNED_SHORT, 0);
this.webgl.unbindInputTexture(gl.TEXTURE0);
this.webgl.unbindInputTexture(gl.TEXTURE1);
};
/* Create a texture from the given texel data and bind it to our shader program.
h - number of rows in input matrix
w - number of cols in input matrix
texels - packed data
textureUnit - the texture unit to bind to (gl.TEXTURE0, gl.TEXTURE1, etc)
name - the uniform name to associate with (must match shader program)
must compile program (with createProgram) first
*/
SAXPYCalculator.prototype.bindInputTexture = function(texture, textureUnit, name){
var gl = this.webgl.context,
program = this.program;
gl.activeTexture(textureUnit); // gl.TEXTURE0, gl.TEXTURE1, etc
gl.bindTexture( gl.TEXTURE_2D, texture);
var sampler = gl.getUniformLocation(program, name);
gl.uniform1i(sampler, textureUnit - gl.TEXTURE0);
};
/* Set up inputs for the texture shader
*/
SAXPYCalculator.prototype.bindUniforms = function(N, a) {
var gl = this.webgl.context;
// get var locations
var N_gl = gl.getUniformLocation(this.program, SAXPYCalculator.LENGTH_UNIFORM_NAME),
a_gl = gl.getUniformLocation(this.program, SAXPYCalculator.COEFFICIENT_UNIFORM_NAME);
// bind length of shared dimension
gl.uniform1i(N_gl, N);
gl.uniform1f(a_gl, a);
};