Files
aego/app/playground/benchmat.go
T
sanspie 132ddeff70
ci / checks (push) Successful in 8m39s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 12m19s
ci-platforms / darwin amd64 smoke (push) Skipped
ci-platforms / windows amd64 smoke (push) Skipped
ci-platforms / darwin arm64 smoke (push) Skipped
ci / release (push) Successful in 8m54s
Stage 12a1: shader ABI, shader import and material runtime (D367, D368, D380, D381, D393)
Shader ABI 1: ub0 frame (16 B), ub1 view (112 B), ub2 material, ub3 mesh
draw; tex0 main, tex1 reserved, tex2-tex7 user; @instance lanes in
vertex slot 1 at locations 4-7, 64 bytes a sprite. The engine sprite,
sprite3d, debug and mesh shaders move to it, and engine includes
sprite, color, noise and lighting ship under engine/res/shaders/include.

.aeshader files import into an AESH artifact with every variant in both
GLSL dialects and a line map; errors are SHD001-SHD009 mapped back to the
source file and line, also for driver compile logs. A failed reimport
keeps the last good shader. .aemat materials (MAT001-MAT004) reference a
shader and textures and are reimported when their shader changes. The
material cache in render/material binds a material with no allocations,
retires replaced shaders, moves materials to a reimported shader in
place (D393) and re-uploads every material after a WebGL context
restore. make ci requires glslangValidator (D367).

web-bench, baseline retaken on nodea in both GPU modes, the same numbers
in swiftshader and hardware, Chromium and Firefox:
- the frame UBO is uploaded once a frame: buffer uploads 2 -> 3 a frame;
- the view UBO is 112 bytes instead of 64: buffer KB 0.372 -> 0.434
  a frame (+16 B frame, +48 B view);
- fewer SetUniformBuffer calls a batch: the sprite pass no longer binds
  the view per batch, frame and view are bound once per view; the GL
  state cache already deduped that bind, so WebGL calls go 50.49 ->
  52.49 a frame with the two new frame-UBO calls, draws 3.31 unchanged;
- buffer KB from lanes is unchanged: the demo has no @instance material.
Frame time and Go bytes in the engine frame (357 -> 342) do not regress.

wasm size, gzip: playground 6.46 -> 6.50 MB, try 6.98 -> 7.01 MB, web
runtime 6.05 -> 6.07 MB (total 27.27 -> 27.46, 29.54 -> 29.67,
25.56 -> 25.65 MB).
2026-10-28 01:23:11 +03:00

35 lines
900 B
Go

package playground
import (
_ "embed"
"errors"
"aego/asset"
"aego/core/ids"
"aego/render"
"aego/render/material"
"aego/render/shader"
"aego/render/shaderx"
)
//go:embed bench.aeshader
var benchShader []byte
// BenchClock is the time the material bench and its GL golden are drawn at.
var BenchClock = render.Clock{Time: 0.5, Delta: 1.0 / 60, Unscaled: 1.0 / 60, Frame: 30}
// BenchMaterial is the test material on bench.aeshader with Speed 2; it reads aego_time and a parameter.
func BenchMaterial() (*material.Material, error) {
u, diags := shaderx.Parse(benchShader, "bench.aeshader", nil)
if len(diags) > 0 {
return nil, diags[0]
}
sh := asset.BuildShader(u).Runtime(ids.AssetID{}, "bench")
m, ok := material.New("bench", sh, 0, shader.BlendPremultiplied)
if !ok {
return nil, errors.New("the bench shader has no variant")
}
m.Set("Speed", [4]float32{2})
return m, nil
}