UNPKG

weblas

Version:

GPU accelerated BLAS for node and the browser

135 lines (97 loc) 3.88 kB
var WebGL = require('./webgl'), glslify = require('glslify'); /* a more general version of the BLAS Level 1 scale that works on matrices and includes an elementwise scalar addition a * X + b where X is a matrix, a and b are scalars and operations are elementwise to get the standard BLAS scal set M = 1 and b = 0 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 SSCALCalculator(webgl, standalone){ this.webgl = webgl, this.standalone = (standalone != null) ? standalone : true; // default to standalone mode var s = glslify('./glsl/sscal/standalone.glsl'), p = glslify('./glsl/sscal/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 = SSCALCalculator; /* Names of the uniforms (variables) used in the shader program passed in on each calculation. */ SSCALCalculator.TEXTURE_UNIFORM_NAME_0 = "X"; SSCALCalculator.LENGTH_UNIFORM_NAME = "N"; SSCALCalculator.ADD_UNIFORM_NAME = "b"; SSCALCalculator.MUL_UNIFORM_NAME = "a"; /* Elementwise scale and offset a matrix M - number of rows in X N - number of columns in X a - scalar coefficient to X b - scalar offset of X 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` */ SSCALCalculator.prototype.calculate = function(M, N, a, b, X, out){ var gl = this.webgl.context; var pad = this.webgl.getPad(N); this.webgl.selectProgram(this.program); // create and bind our input texture using matrix data this.bindInputTexture(X, gl.TEXTURE0, SSCALCalculator.TEXTURE_UNIFORM_NAME_0); // set the data specific variables in our shader program this.bindUniforms(N, pad, a, b); // create our destination texture if(this.standalone){ this.webgl.bindOutputTexture(M, N + pad, out); } else { this.webgl.bindOutputTexture(M, (N + pad)/ 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. texture - texture containing the 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 */ SSCALCalculator.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 */ SSCALCalculator.prototype.bindUniforms = function(N, pad, a, b) { var gl = this.webgl.context; // get var locations var N_gl = gl.getUniformLocation(this.program, SSCALCalculator.LENGTH_UNIFORM_NAME), b_gl = gl.getUniformLocation(this.program, SSCALCalculator.ADD_UNIFORM_NAME), a_gl = gl.getUniformLocation(this.program, SSCALCalculator.MUL_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); };