speedscope/canvas-context.ts
Alan Pierce 404aacfa46 Address review comments
* Switch to `bracketSpacing: false`.
* Add prettier-ignore in one case.
2018-04-14 16:19:26 -07:00

187 lines
5.6 KiB
TypeScript

import regl from 'regl'
import {
RectangleBatchRenderer,
RectangleBatch,
RectangleBatchRendererProps,
} from './rectangle-batch-renderer'
import {
ViewportRectangleRenderer,
ViewportRectangleRendererProps,
} from './overlay-rectangle-renderer'
import {
TextureCachedRenderer,
TextureRenderer,
TextureRendererProps,
} from './texture-catched-renderer'
import {StatsPanel} from './stats'
import {Vec2, Rect} from './math'
import {
FlamechartColorPassRenderer,
FlamechartColorPassRenderProps,
} from './flamechart-color-pass-renderer'
type FrameCallback = () => void
interface SetViewportScopeProps {
physicalBounds: Rect
}
export class CanvasContext {
public gl: regl.Instance
private rectangleBatchRenderer: RectangleBatchRenderer
private viewportRectangleRenderer: ViewportRectangleRenderer
private textureRenderer: TextureRenderer
private flamechartColorPassRenderer: FlamechartColorPassRenderer
private setViewportScope: regl.Command<{physicalBounds: Rect}>
private setScissor: regl.Command<{}>
constructor(canvas: HTMLCanvasElement) {
this.gl = regl({
canvas: canvas,
attributes: {
antialias: false,
},
extensions: ['ANGLE_instanced_arrays', 'WEBGL_depth_texture'],
optionalExtensions: ['EXT_disjoint_timer_query'],
profile: true,
})
;(window as any)['CanvasContext'] = this
this.rectangleBatchRenderer = new RectangleBatchRenderer(this.gl)
this.viewportRectangleRenderer = new ViewportRectangleRenderer(this.gl)
this.textureRenderer = new TextureRenderer(this.gl)
this.flamechartColorPassRenderer = new FlamechartColorPassRenderer(this.gl)
this.setScissor = this.gl({scissor: {enable: true}})
this.setViewportScope = this.gl<SetViewportScopeProps>({
context: {
viewportX: (context: regl.Context, props: SetViewportScopeProps) => {
return props.physicalBounds.left()
},
viewportY: (context: regl.Context, props: SetViewportScopeProps) => {
return props.physicalBounds.top()
},
},
viewport: (context, props) => {
const {physicalBounds} = props
return {
x: physicalBounds.left(),
y:
window.devicePixelRatio * window.innerHeight -
physicalBounds.top() -
physicalBounds.height(),
width: physicalBounds.width(),
height: physicalBounds.height(),
}
},
scissor: (context, props) => {
const {physicalBounds} = props
return {
enable: true,
box: {
x: physicalBounds.left(),
y:
window.devicePixelRatio * window.innerHeight -
physicalBounds.top() -
physicalBounds.height(),
width: physicalBounds.width(),
height: physicalBounds.height(),
},
}
},
})
}
private tick: regl.Tick | null = null
private tickNeeded: boolean = false
private beforeFrameHandlers = new Set<FrameCallback>()
addBeforeFrameHandler(callback: FrameCallback) {
this.beforeFrameHandlers.add(callback)
}
removeBeforeFrameHandler(callback: FrameCallback) {
this.beforeFrameHandlers.delete(callback)
}
requestFrame() {
this.tickNeeded = true
if (!this.tick) {
this.tick = this.gl.frame(this.onBeforeFrame)
}
}
private perfDebug = window.location.href.indexOf('perf-debug=1') !== -1
private statsPanel: StatsPanel | null = this.perfDebug ? new StatsPanel() : null
private onBeforeFrame = (context: regl.Context) => {
this.setScissor(() => {
this.gl.clear({color: [0, 0, 0, 0]})
})
this.tickNeeded = false
this.statsPanel && this.statsPanel.begin()
for (const handler of this.beforeFrameHandlers) {
handler()
}
this.statsPanel && this.statsPanel.end()
if (this.tick && !this.tickNeeded) {
if (!this.perfDebug) {
this.tick.cancel()
this.tick = null
}
}
// TODO(jlfwong): It would be really nice to have GPU
// stats here, but I can't figure out how to interpret
// the gpuTime. I suspect this is caused by executing the same
// program multiple times without flushing.
// I'll investigate this at some point and report a bug to regl.
}
drawRectangleBatch(props: RectangleBatchRendererProps) {
this.rectangleBatchRenderer.render(props)
}
drawTexture(props: TextureRendererProps) {
this.textureRenderer.render(props)
}
drawFlamechartColorPass(props: FlamechartColorPassRenderProps) {
this.flamechartColorPassRenderer.render(props)
}
createRectangleBatch(): RectangleBatch {
return new RectangleBatch(this.gl)
}
createTextureCachedRenderer<T>(options: {
render(t: T): void
shouldUpdate(oldProps: T, newProps: T): boolean
}): TextureCachedRenderer<T> {
return new TextureCachedRenderer(this.gl, {
...options,
textureRenderer: this.textureRenderer,
})
}
drawViewportRectangle(props: ViewportRectangleRendererProps) {
this.viewportRectangleRenderer.render(props)
}
renderInto(el: Element, cb: (context: regl.Context) => void) {
const bounds = el.getBoundingClientRect()
const physicalBounds = new Rect(
new Vec2(bounds.left * window.devicePixelRatio, bounds.top * window.devicePixelRatio),
new Vec2(bounds.width * window.devicePixelRatio, bounds.height * window.devicePixelRatio),
)
this.setViewportScope({physicalBounds}, cb)
}
setViewport(physicalBounds: Rect, cb: (context: regl.Context) => void) {
this.setViewportScope({physicalBounds}, cb)
}
getMaxTextureSize() {
return this.gl.limits.maxTextureSize
}
}