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Small library for running arbitrary computations on the GPU, using JavaScript or WebAssembly.

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GPGPU

Small library for running arbitrary calculations on the GPU, using JavaScript or WebAssembly.

Usage

Check the example/script.js file for a few examples for both JavaScript and WebAssembly, as well as some benchmarks for a few examples, to see which one will suit your needs most.

Common

The general structure of the set up code is as follows:

  1. Define the GPGPU instance with the size (and context, optionally)
  2. Create the framebuffer (with optional custom dimensions). This is the outgoing array of data.
  3. Add your textures (arrays)
  4. Build program with your shader(s)
  5. Add any attribs/uniform variables you need in your shaders
  6. Run the computations (draw)
  7. Update the texture data, if needed
  8. Read the data
  9. Delete to clean up
Quick JavaScript example:
const testData = new Float32Array(100*4)

for (let i=0; i<100*4; i++) {
    testData[i] = i
}
// 1
const gpu = new GPGPU({height: 100, width: 100})
// 2
gpu.makeFrameBuffer()
// 3
gpu.makeTexture(testData)
// 4
gpu.buildProgram(`
        precision highp float;

        uniform sampler2D texture;
        varying vec2 vTextureCoord;

        void main() {
            gl_FragColor = texture2D(texture, vTextureCoord);
        }`)
// 5
gpu.addAttrib("position", {numElements: 3, stride: 20, offset: 0})
gpu.addAttrib("textureCoord", {numElements: 2, stride: 20, offset: 12})
// 6
gpu.draw()
// 7
testData[0]++
gpu.updateTexture(0, testData)
gpu.draw()
// 8
const results = gpu.getPixels()
// 9
gpu.delete()
Quick WebAssembly (C++) example:

Note: Currently, when using the WebAssembly version, you must currently have a canvas element on the page (can be hidden with CSS) with id theCanvas. In the future this hopefully shouldn't be required.

std::string example1Fragment = R"V0G0N(
    precision highp float;

    uniform sampler2D texture;
    varying vec2 vTextureCoord;

    void main() {
        gl_FragColor = texture2D(texture, vTextureCoord);
    }
)V0G0N";

float data[16384*4];

for (int i=0; i<16384*4; i++) {
    data[i] = (float)i;
}

// 1
GPGPU gpu = GPGPU(128, 128);
// 2
gpu.makeFrameBuffer();
// 3
gpu.makeTexture(data);
//4
gpu.buildProgram(example1Fragment);
// 5
gpu.addAttrib("position", 3, 20, 0);
gpu.addAttrib("textureCoord", 2, 20, 12);
// 6
gpu.draw();
// 7
float* out = gpu.getPixels();
// 8
gpu.deleteGL();

API

JS: GPGPU({gl, height, width})

C++: GPGPU(height, width)

int height - Height of the context in pixels (not used when gl is given) int width - Width of the context in pixels (not used when gl is given) webgl context gl - Use an existing context. The height and width will be set to the given gl context's. (optional)

This will create the webgl context with the given size.

makeFrameBuffer(), makeFrameBuffer(width, height)

int height - Height of the frameBuffer in pixels (optional - will default to the context height) int width - Width of the frameBuffer in pixels (optional - will default to the context width)

This will init the outgoing array data. If your shader increases/reduces the data cardinality, you can set the size of the framebuffer to something bigger/smaller.

makeTexture(data), makeTexture(data, width, height)

Float32Array data - The data buffer to be read as a texture by the shader int height - Height of the texture in pixels (optional - will default to the context height) int width - Width of the texture in pixels (optional - will default to the context width)

This will add a texture (incoming data array) to the computation. You can call this several times, with different arrays, for multiple arrays/textures to be loaded by the shader. When writing your shader, you will be able to access your textures incrementally, as texture0, texture1, texture2, etc. You can set different dimensions if their size differs from the context's (eg a second, kernel texture).

updateTexture(data), updateTexture(data, index)

int index - The index of the texture to replace. Defaults to 0. Float32Array data - The data buffer to update with

This will update the data used as a texture. The index of the texture matches the order in which the textures were defined.

buildProgram(fragment), buildProgram(fragment, vertex)

string fragment - The GLSL fragment shader to carry out the compute for each pixel string vertex - The GLSL vertex shader (Optional) This defaults to a standard vertex shader:

attribute vec3 position;
attribute vec2 textureCoord;

varying highp vec2 vTextureCoord;

void main() {
    gl_Position = vec4(position, 1.0);
    vTextureCoord = textureCoord;
}

This will bind the two shaders to the context, compile them, and throw any errors.

JS: addAttrib(name), addAttrib(name, {numElements, stride, offset})

C++: addAttrib(name), addAttrib(name, numElements, stride, offset)

string name - The name of the attribute int numElements - How many elements in the vector (Optional - will default to 3). Can be 1-4. int stride - The stride in bytes (Optional - will default to 20) int offset - Pointer/offset (Optional - will default to 0)

This will set a read-only global variable which may change per vertex (used in the vertex shader).

addUniform(name), addUniform(name, value), addUniform(name, value, type)

string name - The name of the uniform number value - The value assigned to the uniform string type - Override for the function used to set the uniform (Optional - defaults to "uniform1f")

This will set a global variable for use in the fragment shader. It is unchanged for the entire draw call.

draw(), draw(texture)

webgl texture texture - You can set a different GPGPU's framebuffer as an input, and the shader will take it as input , instead of the first given texture (Optional)

This will bind all the textures (once) and will run the shaders on the input texture(s).

getPixels(), getPixels(startX, startY, spanX, spanY)

int startX - The x position in the framebuffer to start reading from (Optional - will default to 0) int startY - The y position in the framebuffer to start reading from (Optional - will default to 0) int spanX - How many x pixels to read from the framebuffer (Optional - will default to the end) int spanY - How many y pixels to read from the framebuffer (Optional - will default to the end)

Once the draw() function was called, this can be used to read the data from the framebuffer.

delete() - C++: deleteGL()

This will clean up by deleting the context and associated data.

Demos

Run node server and go to localhost:1337 to see some basic demos with performance comparison vs javascript.

Compiling

To edit/compile the C++ demo, first run node runner.js to watch for file changes and automatically compile.

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Small library for running arbitrary computations on the GPU, using JavaScript or WebAssembly.

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