npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

gpu-ez

v0.2.4

Published

Easy GLSL parallel computing on GPU.JS

Downloads

7

Readme

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:

// GLSL: getCoords[3](map{2}, mapsize) {y: mapsize, x: mapsize} {1}
vec3 getCoords(void) { return vec3(threadId.x, map(threadId.x, 0), map(0, threadId.x)); }
/* GLSL: add(a, b) {x: 1} {1} */
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

// GLSL: matrixMultiply(m1{2}, m2{2}, m1h, m2w, size) {y: m1h, x: m2w} {size}

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!