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gpgl

v0.2.0

Published

Lightweight library for creating GPU-accelerated programs

Readme

GPGL

Usage

const gpgl = require('gpgl');

let kernel = gpgl({
  input: [
    { name: 'factor' }
  ],
  output: {
    size: [150, 60],
    length: 3
  },

  shader: `
    vec3 kernel(vec2 thread, vec2 size) {
      return vec3(thread * factor, thread.x + thread.y);
    }
  `,

  fallback: (context) => (threadX, threadY, sizeX, sizeY) => {
    return [
      threadX * context.factor,
      threadY * context.factor,
      threadX + threadY
    ];
  }
});

let result = kernel(6);

Options

Inputs & outputs

Arrays

Defining arrays is straightforward.

{ name: 'arr', size: 5 }
{ name: 'arr', size: [5] }

As always, more components can be added with length. In GLSL, access to the values can be achieved by calling a function with the same name as the parameter. The size of the array can be obtained by adding _size to its name.

float kernel(float position, float size) {
  return arr(position) / arr_size;
}

Matrices

// 4x2 matrix with 1 component
{ size: [2, 4] }

// 4x2 matrix with 3 components
{ size: [2, 4], length: 3 }
sum += a(3, 4);

(Un) flattening [WIP]

A few options are available to manipulate the structure of the input or output values. Although they can be handy, they can add a significant delay if the data is too large.

  • groupComponents – If true, components will not be flattened but appear as [x, y], [x, y, z] or [x, y, z, w] depending on the length. Not applicable when the length is 1.
  • groupDimensions – If true, each row will be contained in its own array. For instance, a 2x2 matrix would look like [[1, 2], [3, 4]] instead of [1, 2, 3, 4]. Not applicable when the size is one-dimensional.

Fallback

Setting useFallback to true will force the use of the fallback kernel.