remove tiny-skia and replace chunk renderer with a GPU-based one

This commit is contained in:
りき萌 2025-09-05 17:41:25 +02:00
parent 39632f56a7
commit b4c3260f49
10 changed files with 253 additions and 434 deletions

194
static/chunk-allocator.js Normal file
View file

@ -0,0 +1,194 @@
class Atlas {
static getInitBuffer(chunkSize, nChunks) {
let imageSize = chunkSize * nChunks;
return new Uint8Array(imageSize * imageSize * 4).fill(0xaa);
}
constructor(gl, chunkSize, nChunks, initBuffer) {
this.chunkSize = chunkSize;
this.nChunks = nChunks;
this.textureSize = chunkSize * nChunks;
this.free = Array(nChunks * nChunks);
for (let y = 0; y < nChunks; ++y) {
for (let x = 0; x < nChunks; ++x) {
this.free[x + y * nChunks] = { x, y };
}
}
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA8,
this.textureSize,
this.textureSize,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
initBuffer,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
this.framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
this.texture,
0,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
alloc() {
return this.free.pop();
}
dealloc(xy) {
this.free.push(xy);
}
upload(gl, { x, y }, source) {
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texSubImage2D(
gl.TEXTURE_2D,
0,
x * this.chunkSize,
y * this.chunkSize,
this.chunkSize,
this.chunkSize,
gl.RGBA,
gl.UNSIGNED_BYTE,
source,
);
}
// Assumes a pack PBO is bound.
download(gl, { x, y }) {
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.readPixels(
x * this.chunkSize,
y * this.chunkSize,
this.chunkSize,
this.chunkSize,
gl.RGBA,
gl.UNSIGNED_BYTE,
null,
);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
}
export class AtlasAllocator {
atlases = [];
// Download buffers
#pboPool = [];
#downloadBufferPool = [];
#pendingDownloads = [];
constructor(gl, chunkSize, nChunks) {
this.gl = gl;
this.chunkSize = chunkSize;
this.nChunks = nChunks;
this.initBuffer = Atlas.getInitBuffer(chunkSize, nChunks);
}
alloc() {
// Right now we do a dumb linear scan through all atlases, but in the future it would be
// really nice to optimize this by storing information about which atlases have free slots
// precisely.
for (let i = 0; i < this.atlases.length; ++i) {
let atlas = this.atlases[i];
let allocation = atlas.alloc();
if (allocation != null) {
return { i, allocation };
}
}
let i = this.atlases.length;
let atlas = new Atlas(this.gl, this.chunkSize, this.nChunks, this.initBuffer);
let allocation = atlas.alloc();
this.atlases.push(atlas);
return { i, allocation };
}
dealloc(id) {
let { i, allocation } = id;
let atlas = this.atlases[i];
atlas.dealloc(allocation);
}
upload(id, source) {
let { i, allocation } = id;
this.atlases[i].upload(this.gl, allocation, source);
}
async download(id) {
let gl = this.gl;
// Get PBO
let pbo = this.#pboPool.pop();
if (pbo == null) {
let dataSize = this.chunkSize * this.chunkSize * 4;
pbo = gl.createBuffer();
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, pbo);
gl.bufferData(gl.PIXEL_PACK_BUFFER, dataSize, gl.DYNAMIC_READ);
}
// Initiate download
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, pbo);
this.atlases[id.i].download(gl, id);
let fence = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, 0);
// Add for ticking
return new Promise((resolve) => {
this.#pendingDownloads.push({ pbo, fence, resolve });
});
}
// Call after download() finishes running to give memory back to the allocator, for reuse in
// later pixel transfers.
freeDownloaded(arrayBuffer) {
this.#downloadBufferPool.push(arrayBuffer);
}
// Call every frame to poll for download completion.
tickDownloads() {
let gl = this.gl;
for (let i = 0; i < this.#pendingDownloads.length; ++i) {
let pending = this.#pendingDownloads[i];
let status = gl.getSyncParameter(pending.fence, gl.SYNC_STATUS);
if (status == gl.SIGNALED) {
// Transfer complete, fetch pixels back to an array buffer.
let dataSize = this.chunkSize * this.chunkSize * 4;
let arrayBuffer = this.#downloadBufferPool.pop() ?? new ArrayBuffer(dataSize);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, pending.pbo);
gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, 0, arrayBuffer);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, 0);
gl.deleteSync(pending.fence);
pending.resolve(arrayBuffer);
let last = this.#pendingDownloads.pop();
if (last != null) {
this.#pendingDownloads[i] = last;
--i;
}
}
}
}
}