182 lines
7.1 KiB
TypeScript
182 lines
7.1 KiB
TypeScript
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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import {env} from 'onnxruntime-common';
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import {Logger, Profiler} from '../../instrument';
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import {GlslPreprocessor} from './glsl-preprocessor';
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import {getVertexShaderSource} from './glsl-source';
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import {TextureLayoutStrategy} from './texture-layout-strategy';
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import {Artifact, ProgramInfo, ProgramVariable, TextureData, TextureLayout, VariableInfo} from './types';
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import {WebGLContext} from './webgl-context';
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/**
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* ProgramManager is the main class behind running computations
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* It builds ProgramInfo's into Artifacts
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* It compiles given ProgramInfo's into WebGL Prorams (cached as Artifacts)
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* Uses the artifact to run the computation by calling Draw on
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* the WebGL drawing buffer
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* ProgramManager automatically maps (binds) input variables to their
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* corresponding Location's in the binary program
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*/
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export class ProgramManager {
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repo: Map<unknown, Artifact>; // this should be per-session object
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vertexShader: WebGLShader;
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attributesBound: boolean;
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constructor(
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public profiler: Readonly<Profiler>, public glContext: WebGLContext,
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public textureLayoutStrategy: TextureLayoutStrategy) {
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this.repo = new Map();
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this.attributesBound = false;
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}
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getArtifact(key: unknown): Artifact|undefined {
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return this.repo.get(key);
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}
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setArtifact(key: unknown, artifact: Artifact): void {
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this.repo.set(key, artifact);
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}
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run(buildArtifact: Artifact, inputs: TextureData[], output: TextureData): void {
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this.profiler.event('op', `ProgramManager.run ${buildArtifact.programInfo.name ?? 'unknown kernel'}`, () => {
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const gl = this.glContext.gl;
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const program = buildArtifact.program;
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gl.useProgram(program);
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try {
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this.bindOutput(output);
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if (!this.attributesBound) {
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this.bindAttributes(buildArtifact.attribLocations);
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}
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this.bindUniforms(buildArtifact.uniformLocations, buildArtifact.programInfo.variables ?? [], inputs);
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} catch (err) {
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Logger.error('ProgramManager', buildArtifact.programInfo.shaderSource);
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throw err;
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}
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this.profiler.event('backend', 'GlContext.draw()', () => {
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this.glContext.draw();
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});
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}, this.glContext);
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}
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dispose(): void {
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if (this.vertexShader) {
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this.glContext.deleteShader(this.vertexShader);
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}
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this.repo.forEach(a => this.glContext.deleteProgram(a.program));
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}
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build(programInfo: ProgramInfo, inputTextureLayouts: TextureLayout[], outputTextureLayout: TextureLayout): Artifact {
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return this.profiler.event('backend', 'ProgramManager.build', () => {
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const preprocessor = new GlslPreprocessor(this.glContext, programInfo, inputTextureLayouts, outputTextureLayout);
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const fragScript = preprocessor.preprocess();
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const program = this.compile(fragScript);
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const artifact = {
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programInfo,
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program,
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uniformLocations: this.getUniformLocations(
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program, preprocessor.context.programInfo.inputNames, preprocessor.context.programInfo.variables),
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attribLocations: this.getAttribLocations(program)
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};
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return artifact;
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});
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}
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protected compile(fragShaderScript: string): WebGLProgram {
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if (!this.vertexShader) {
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Logger.verbose('ProrgramManager', 'Compiling and caching Vertex shader for the first time');
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const vertexShaderScript = getVertexShaderSource(this.glContext.version);
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this.vertexShader = this.glContext.compileShader(vertexShaderScript, this.glContext.gl.VERTEX_SHADER);
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}
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if (env.debug) {
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Logger.verbose('ProrgramManager', `FragShader:
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${fragShaderScript}
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`);
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}
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const fragShader = this.glContext.compileShader(fragShaderScript, this.glContext.gl.FRAGMENT_SHADER);
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const program = this.glContext.createProgram(this.vertexShader, fragShader);
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this.glContext.deleteShader(fragShader);
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return program;
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}
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bindOutput(td: TextureData): void {
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const width = td.width;
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const height = td.height;
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Logger.verbose(
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'ProrgramManager',
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`Binding output texture to Framebuffer: w/h=${width}/${height}, shape=${td.shape}, type=${td.tensor.type}`);
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this.glContext.attachFramebuffer(td.texture, width, height);
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}
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bindAttributes(attribLocations: Artifact.AttribLocations): void {
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const positionHandle = attribLocations.position;
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const textureCoordHandle = attribLocations.textureCoord;
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this.glContext.setVertexAttributes(positionHandle, textureCoordHandle);
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this.attributesBound = true;
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}
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bindUniforms(uniformLocations: Artifact.UniformLocations, variables: ProgramVariable[], textures: TextureData[]):
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void {
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const gl = this.glContext.gl;
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let texturePosition = 0;
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for (const {name, type, location, arrayLength} of uniformLocations) {
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const value = variables.find(v => v.name === name)?.data;
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if (type !== 'sampler2D' && !value) {
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throw new Error(`variable '${name}' does not have data defined in program info`);
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}
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switch (type) {
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case 'sampler2D':
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this.bindTexture(textures[texturePosition], location, texturePosition);
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texturePosition++;
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break;
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case 'float':
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if (arrayLength) {
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gl.uniform1fv(location, value as number[]);
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} else {
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gl.uniform1f(location, value as number);
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}
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break;
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case 'int':
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if (arrayLength) {
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gl.uniform1iv(location, value as number[]);
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} else {
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gl.uniform1i(location, value as number);
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}
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break;
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default:
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throw new Error(`Uniform not implemented: ${type}`);
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}
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}
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}
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bindTexture(td: TextureData, uniformHandle: WebGLUniformLocation, position: number): void {
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this.glContext.bindTextureToUniform(td.texture, position, uniformHandle);
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}
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getAttribLocations(program: WebGLProgram): Artifact.AttribLocations {
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return {
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position: this.getAttribLocation(program, 'position'),
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textureCoord: this.getAttribLocation(program, 'textureCoord')
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};
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}
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getUniformLocations(program: WebGLProgram, samplers?: string[], variables?: VariableInfo[]):
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Artifact.UniformLocations {
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const uniformLocations: Artifact.UniformLocations = [];
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if (samplers) {
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for (const sampler of samplers) {
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uniformLocations.push({name: sampler, type: 'sampler2D', location: this.getUniformLocation(program, sampler)});
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}
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}
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if (variables) {
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for (const variable of variables) {
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uniformLocations.push({...variable, location: this.getUniformLocation(program, variable.name)});
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}
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}
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return uniformLocations;
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}
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getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
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const gl = this.glContext.gl;
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const reference = gl.getUniformLocation(program, name);
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if (reference === null) {
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throw new Error(`Uniform ${name} not found.`);
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}
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return reference;
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}
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getAttribLocation(program: WebGLProgram, name: string): number {
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const gl = this.glContext.gl;
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const attributeLocation: number = gl.getAttribLocation(program, name);
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return attributeLocation;
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}
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}
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