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Added speedscope sources for testing it
Signed-off-by: jbicker <jan.bicker@typefox.io>
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import {Graphics, WebGL} from './graphics' | ||
import {RectangleBatchRenderer} from './rectangle-batch-renderer' | ||
import {TextureRenderer} from './texture-renderer' | ||
import {Rect, Vec2} from '../lib/math' | ||
import {ViewportRectangleRenderer} from './overlay-rectangle-renderer' | ||
import {FlamechartColorPassRenderer} from './flamechart-color-pass-renderer' | ||
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type FrameCallback = () => void | ||
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export class CanvasContext { | ||
public readonly gl: WebGL.Context | ||
public readonly rectangleBatchRenderer: RectangleBatchRenderer | ||
public readonly textureRenderer: TextureRenderer | ||
public readonly viewportRectangleRenderer: ViewportRectangleRenderer | ||
public readonly flamechartColorPassRenderer: FlamechartColorPassRenderer | ||
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constructor(canvas: HTMLCanvasElement) { | ||
this.gl = new WebGL.Context(canvas) | ||
this.rectangleBatchRenderer = new RectangleBatchRenderer(this.gl) | ||
this.textureRenderer = new TextureRenderer(this.gl) | ||
this.viewportRectangleRenderer = new ViewportRectangleRenderer(this.gl) | ||
this.flamechartColorPassRenderer = new FlamechartColorPassRenderer(this.gl) | ||
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const webGLInfo = this.gl.getWebGLInfo() | ||
if (webGLInfo) { | ||
console.log( | ||
`WebGL initialized. renderer: ${webGLInfo.renderer}, vendor: ${ | ||
webGLInfo.vendor | ||
}, version: ${webGLInfo.version}`, | ||
) | ||
} | ||
;(window as any)['testContextLoss'] = () => { | ||
this.gl.testContextLoss() | ||
} | ||
} | ||
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private animationFrameRequest: number | null = null | ||
private beforeFrameHandlers = new Set<FrameCallback>() | ||
addBeforeFrameHandler(callback: FrameCallback) { | ||
this.beforeFrameHandlers.add(callback) | ||
} | ||
removeBeforeFrameHandler(callback: FrameCallback) { | ||
this.beforeFrameHandlers.delete(callback) | ||
} | ||
requestFrame() { | ||
if (!this.animationFrameRequest) { | ||
this.animationFrameRequest = requestAnimationFrame(this.onBeforeFrame) | ||
} | ||
} | ||
private onBeforeFrame = () => { | ||
this.animationFrameRequest = null | ||
this.gl.setViewport(0, 0, this.gl.renderTargetWidthInPixels, this.gl.renderTargetHeightInPixels) | ||
this.gl.clear(new Graphics.Color(1, 1, 1, 1)) | ||
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for (const handler of this.beforeFrameHandlers) { | ||
handler() | ||
} | ||
} | ||
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setViewport(physicalBounds: Rect, cb: () => void): void { | ||
const {origin, size} = physicalBounds | ||
let viewportBefore = this.gl.viewport | ||
this.gl.setViewport(origin.x, origin.y, size.x, size.y) | ||
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cb() | ||
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let {x, y, width, height} = viewportBefore | ||
this.gl.setViewport(x, y, width, height) | ||
} | ||
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renderBehind(el: Element, cb: () => void) { | ||
const bounds = el.getBoundingClientRect() | ||
const physicalBounds = new Rect( | ||
new Vec2(bounds.left * window.devicePixelRatio, bounds.top * window.devicePixelRatio), | ||
new Vec2(bounds.width * window.devicePixelRatio, bounds.height * window.devicePixelRatio), | ||
) | ||
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this.setViewport(physicalBounds, cb) | ||
} | ||
} |
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import {Vec2, Rect, AffineTransform} from '../lib/math' | ||
import {Graphics} from './graphics' | ||
import {setUniformAffineTransform} from './utils' | ||
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const vertexFormat = new Graphics.VertexFormat() | ||
vertexFormat.add('position', Graphics.AttributeType.FLOAT, 2) | ||
vertexFormat.add('uv', Graphics.AttributeType.FLOAT, 2) | ||
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const vert = ` | ||
uniform mat3 uvTransform; | ||
uniform mat3 positionTransform; | ||
attribute vec2 position; | ||
attribute vec2 uv; | ||
varying vec2 vUv; | ||
void main() { | ||
vUv = (uvTransform * vec3(uv, 1)).xy; | ||
gl_Position = vec4((positionTransform * vec3(position, 1)).xy, 0, 1); | ||
} | ||
` | ||
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const frag = ` | ||
precision mediump float; | ||
uniform vec2 uvSpacePixelSize; | ||
uniform float renderOutlines; | ||
varying vec2 vUv; | ||
uniform sampler2D colorTexture; | ||
// https://en.wikipedia.org/wiki/HSL_and_HSV#From_luma/chroma/hue | ||
vec3 hcl2rgb(float H, float C, float L) { | ||
float hPrime = H / 60.0; | ||
float X = C * (1.0 - abs(mod(hPrime, 2.0) - 1.0)); | ||
vec3 RGB = | ||
hPrime < 1.0 ? vec3(C, X, 0) : | ||
hPrime < 2.0 ? vec3(X, C, 0) : | ||
hPrime < 3.0 ? vec3(0, C, X) : | ||
hPrime < 4.0 ? vec3(0, X, C) : | ||
hPrime < 5.0 ? vec3(X, 0, C) : | ||
vec3(C, 0, X); | ||
float m = L - dot(RGB, vec3(0.30, 0.59, 0.11)); | ||
return RGB + vec3(m, m, m); | ||
} | ||
float triangle(float x) { | ||
return 2.0 * abs(fract(x) - 0.5) - 1.0; | ||
} | ||
vec3 colorForBucket(float t) { | ||
float x = triangle(30.0 * t); | ||
float H = 360.0 * (0.9 * t); | ||
float C = 0.25 + 0.2 * x; | ||
float L = 0.80 - 0.15 * x; | ||
return hcl2rgb(H, C, L); | ||
} | ||
void main() { | ||
vec4 here = texture2D(colorTexture, vUv); | ||
if (here.z == 0.0) { | ||
// Background color | ||
gl_FragColor = vec4(0, 0, 0, 0); | ||
return; | ||
} | ||
// Sample the 4 surrounding pixels in the depth texture to determine | ||
// if we should draw a boundary here or not. | ||
vec4 N = texture2D(colorTexture, vUv + vec2(0, uvSpacePixelSize.y)); | ||
vec4 E = texture2D(colorTexture, vUv + vec2(uvSpacePixelSize.x, 0)); | ||
vec4 S = texture2D(colorTexture, vUv + vec2(0, -uvSpacePixelSize.y)); | ||
vec4 W = texture2D(colorTexture, vUv + vec2(-uvSpacePixelSize.x, 0)); | ||
// NOTE: For outline checks, we intentionally check both the right | ||
// and the left to determine if we're an edge. If a rectangle is a single | ||
// pixel wide, we don't want to render it as an outline, so this method | ||
// of checking ensures that we don't outline single physical-space | ||
// pixel width rectangles. | ||
if ( | ||
renderOutlines > 0.0 && | ||
( | ||
here.y == N.y && here.y != S.y || // Top edge | ||
here.y == S.y && here.y != N.y || // Bottom edge | ||
here.x == E.x && here.x != W.x || // Left edge | ||
here.x == W.x && here.x != E.x | ||
) | ||
) { | ||
// We're on an edge! Draw transparent. | ||
gl_FragColor = vec4(0, 0, 0, 0); | ||
} else { | ||
// Not on an edge. Draw the appropriate color. | ||
gl_FragColor = vec4(colorForBucket(here.z), here.a); | ||
} | ||
} | ||
` | ||
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export interface FlamechartColorPassRenderProps { | ||
rectInfoTexture: Graphics.Texture | ||
renderOutlines: boolean | ||
srcRect: Rect | ||
dstRect: Rect | ||
} | ||
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export class FlamechartColorPassRenderer { | ||
private material: Graphics.Material | ||
private buffer: Graphics.VertexBuffer | ||
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constructor(private gl: Graphics.Context) { | ||
const vertices = [ | ||
{pos: [-1, 1], uv: [0, 1]}, | ||
{pos: [1, 1], uv: [1, 1]}, | ||
{pos: [-1, -1], uv: [0, 0]}, | ||
{pos: [1, -1], uv: [1, 0]}, | ||
] | ||
const floats: number[] = [] | ||
for (let v of vertices) { | ||
floats.push(v.pos[0]) | ||
floats.push(v.pos[1]) | ||
floats.push(v.uv[0]) | ||
floats.push(v.uv[1]) | ||
} | ||
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this.buffer = gl.createVertexBuffer(vertexFormat.stride * vertices.length) | ||
this.buffer.uploadFloats(floats) | ||
this.material = gl.createMaterial(vertexFormat, vert, frag) | ||
} | ||
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render(props: FlamechartColorPassRenderProps) { | ||
const {srcRect, rectInfoTexture} = props | ||
const physicalToUV = AffineTransform.withTranslation(new Vec2(0, 1)) | ||
.times(AffineTransform.withScale(new Vec2(1, -1))) | ||
.times( | ||
AffineTransform.betweenRects( | ||
new Rect(Vec2.zero, new Vec2(rectInfoTexture.width, rectInfoTexture.height)), | ||
Rect.unit, | ||
), | ||
) | ||
const uvRect = physicalToUV.transformRect(srcRect) | ||
const uvTransform = AffineTransform.betweenRects(Rect.unit, uvRect) | ||
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const {dstRect} = props | ||
const viewportSize = new Vec2(this.gl.viewport.width, this.gl.viewport.height) | ||
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const physicalToNDC = AffineTransform.withScale(new Vec2(1, -1)).times( | ||
AffineTransform.betweenRects(new Rect(Vec2.zero, viewportSize), Rect.NDC), | ||
) | ||
const ndcRect = physicalToNDC.transformRect(dstRect) | ||
const positionTransform = AffineTransform.betweenRects(Rect.NDC, ndcRect) | ||
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const uvSpacePixelSize = Vec2.unit.dividedByPointwise( | ||
new Vec2(props.rectInfoTexture.width, props.rectInfoTexture.height), | ||
) | ||
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this.material.setUniformSampler('colorTexture', props.rectInfoTexture, 0) | ||
setUniformAffineTransform(this.material, 'uvTransform', uvTransform) | ||
this.material.setUniformFloat('renderOutlines', props.renderOutlines ? 1.0 : 0.0) | ||
this.material.setUniformVec2('uvSpacePixelSize', uvSpacePixelSize.x, uvSpacePixelSize.y) | ||
setUniformAffineTransform(this.material, 'positionTransform', positionTransform) | ||
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this.gl.setUnpremultipliedBlendState() | ||
this.gl.draw(Graphics.Primitive.TRIANGLE_STRIP, this.material, this.buffer) | ||
} | ||
} |
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