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