weblas
Version:
GPU accelerated BLAS for node and the browser
141 lines (103 loc) • 4.17 kB
JavaScript
var WebGL = require('./webgl'),
glslify = require('glslify');
/* Elementwise clamp function for matrices on the interval [a, b]. Can also be
used for min or max, by passing Number.MIN_VALUE for the first parameter and
Number.MAX_VALUE for the second parameter, respectively.
Passing `null` for either of these parameters will default to it's
respective min or max value.
max(a, min(b, x)) for each x in X
where X is a matrix, a and b are scalars
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 SCLMPCalculator(webgl, standalone){
this.webgl = webgl,
this.standalone = (standalone != null) ? standalone : true; // default to standalone mode
var s = glslify('./glsl/sclmp/standalone.glsl'),
p = glslify('./glsl/sclmp/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 = SCLMPCalculator;
/* Names of the uniforms (variables) used in the shader program passed in on
each calculation.
*/
SCLMPCalculator.TEXTURE_UNIFORM_NAME_0 = "X";
SCLMPCalculator.LENGTH_UNIFORM_NAME = "N";
SCLMPCalculator.LOWER_UNIFORM_NAME = "a";
SCLMPCalculator.UPPER_UNIFORM_NAME = "b";
/* Elementwise clamp a matrix to the interval [a, b]
M - number of rows in X
N - number of columns in X
a - lower bound (inclusize)
b - upper bound (inclusive)
X - matrix (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`
*/
SCLMPCalculator.prototype.calculate = function(M, N, a, b, X, out){
a = (a != null) ? a : Number.MIN_VALUE;
b = (b != null) ? b : Number.MAX_VALUE;
var gl = this.webgl.context;
this.webgl.selectProgram(this.program);
// create and bind our input texture using matrix data
this.bindInputTexture(X, gl.TEXTURE0, SCLMPCalculator.TEXTURE_UNIFORM_NAME_0);
var nPad = this.webgl.getPad(N);
// set the data specific variables in our shader program
this.bindUniforms(N, nPad, a, b);
// create our destination texture
if(this.standalone){
this.webgl.bindOutputTexture(M, N + nPad, out);
} else {
this.webgl.bindOutputTexture(M, (N + nPad)/ 4, out);
}
// initiate calculation
gl.drawElements(gl.TRIANGLES, /*num items*/6, gl.UNSIGNED_SHORT, 0);
this.webgl.unbindInputTexture(gl.TEXTURE0);
};
/* 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
*/
SCLMPCalculator.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
*/
SCLMPCalculator.prototype.bindUniforms = function(N, pad, a, b) {
var gl = this.webgl.context;
// get var locations
var N_gl = gl.getUniformLocation(this.program, SCLMPCalculator.LENGTH_UNIFORM_NAME),
b_gl = gl.getUniformLocation(this.program, SCLMPCalculator.UPPER_UNIFORM_NAME),
a_gl = gl.getUniformLocation(this.program, SCLMPCalculator.LOWER_UNIFORM_NAME),
pad_gl = gl.getUniformLocation(this.program, "pad");
// bind length of shared dimension
gl.uniform1i(N_gl, N);
gl.uniform1i(pad_gl, pad);
gl.uniform1f(a_gl, a);
gl.uniform1f(b_gl, b);
};