gpu-ez
Easy GLSL parallel computing on GPU.JS
- for Web-browsers and Node.js
Power!
GPU.JS. Nuff said. The tons of wrapping,
workarounds and several useful helpers we can use in GLSL code.
Format
GLSL
GLSL content must contain string of the following pattern in comment:
GLSL: functionName[vectorSize](functionArgs, ...) {dimensions} {maxIterations}
where:
-
functionName
-- identifier: a name of entry point function,
which must be declared in GLSL code as float functionName() {...}
;
-
vectorSize
-- optional number from 2 to 4, indicating that result
is a vector of specified size rather than a float number;
-
functionArgs, ...
-- comma-separated identifiers; can be numbers,
JS arrays, or GPU arrays ("textures", returned by default from
JS end of GLSL function); arrays and textures must be followed by a
number in curly braces, indicating the number of dimensions;
inside GLSL code, arguments get prefixed by user_
prefix;
arrays are accessible via parentheses, f.x. 3D array declared as
array{3}
can be referred as array(z,y,x)
from GLSL code;
if arg name is appended by [vectorSize]
, it's type is a vector of
specified size rather than 'float' (f.x. array[4]{1}
--
one-dimensional array of 4-sized vectors);
-
dimensions
is representing dimensions of resulting array:
comma-separated key: value
pairs of format: x: ...
for 1D array,
y: ..., x: ...
for 2D array, and z: ..., y: ..., x: ...
for
3D array. ...
can be JS expressions of numbers
and functionArgs
, representing size of particular dimension (points
will appear as integer numbers in [0 ... size - 1]
range).
Entry function will be called parallelly to obtain corresponding value
of resulting array at each point, represented by
threadId
structure in GLSL code; threadId.x
represents the most
inner dimension of resulting array;
-
maxIterations
must be set to JS expression of numbers and
arguments, representing number of total iterations of the most inner
loops inside GLSL code.
For example:
vec3 getCoords(void) { return vec3(threadId.x, map(threadId.x, 0), map(0, threadId.x)); }
float add(void) { return user_a + user_b; }
JS
In JS, to create JS endpoint of GPU kernel, use:
-
.glsl(content)
to load GLSL directly from text content
;
-
.glslFile(filename)
to load it from file;
-
.glslDir(dirname)(basename)
to simplify loading of several files
under the same directory.
Note that glslFile
and glslDir
available only from Node.js.
Call the JS endpoint passing the needed parameters, described by
functionArgs
above:
-
endpoint(arguments, ...)
-- returns GPU array ("texture");
-
endpoint.arrayOut(arguments, ...)
-- returns JS array.
See examples below.
Example
Classic example: Matrix Multiplication
matrix-multiply.c
float matrixMultiply() {
#define m1 user_m1
#define m2 user_m2
int size = int(user_size);
int x = threadId.x;
int y = threadId.y;
float sum = 0.0;
for (int i = 0; i < size; i++) {
sum += m1(y, i) * m2(i, x);
}
return sum;
}
matrix-multiply.js
const {glslDir} = require('gpu-ez');
const glsl = glslDir(__dirname);
(async () => {
const matrixMultiply = await glsl('matrix-multiply.c');
const m1 = [[1, 2], [3, 4], [5, 6]];
const m2 = [[7, 8], [9, 10]];
const result = matrixMultiply.arrayOut(m1, m2, m1.length, m2[0].length, m2.length);
console.log(result);
})();
More complex example: Inverse matrix
See files:
Enjoy!
Happy scaling!