some easy wins

This commit is contained in:
2025-07-05 23:02:15 +02:00
parent 3bf96a5721
commit f7054d8300
2 changed files with 508 additions and 79 deletions

View File

@ -50,6 +50,21 @@ export class FakeShader {
private isRendering: boolean = false;
private pendingRenders: string[] = [];
private renderMode: string = 'classic';
private offscreenCanvas: OffscreenCanvas | null = null;
private offscreenCtx: OffscreenCanvasRenderingContext2D | null = null;
private useOffscreen: boolean = false;
// Adaptive resolution scaling
private adaptiveCanvas: HTMLCanvasElement;
private adaptiveCtx: CanvasRenderingContext2D;
private currentScale: number = 1.0;
private targetRenderTime: number = 16; // Target 60 FPS
private performanceHistory: number[] = [];
private lastScaleAdjustment: number = 0;
private minScale: number = 0.25;
private maxScale: number = 1.0;
private renderStartTime: number = 0;
private mouseX: number = 0;
private mouseY: number = 0;
private mousePressed: boolean = false;
@ -84,6 +99,12 @@ export class FakeShader {
this.ctx = canvas.getContext('2d')!;
this.code = code;
// Initialize adaptive resolution canvas
this.initializeAdaptiveCanvas();
// Initialize offscreen canvas if supported
this.initializeOffscreenCanvas();
// Initialize worker
this.worker = new Worker(new URL('./ShaderWorker.ts', import.meta.url), { type: 'module' });
this.worker.onmessage = (e: MessageEvent<WorkerResponse>) => this.handleWorkerMessage(e.data);
@ -92,6 +113,35 @@ export class FakeShader {
this.compile();
}
private initializeAdaptiveCanvas(): void {
this.adaptiveCanvas = document.createElement('canvas');
this.adaptiveCtx = this.adaptiveCanvas.getContext('2d')!;
this.updateAdaptiveCanvasSize();
}
private updateAdaptiveCanvasSize(): void {
const scaledWidth = Math.floor(this.canvas.width * this.currentScale);
const scaledHeight = Math.floor(this.canvas.height * this.currentScale);
if (this.adaptiveCanvas.width !== scaledWidth || this.adaptiveCanvas.height !== scaledHeight) {
this.adaptiveCanvas.width = scaledWidth;
this.adaptiveCanvas.height = scaledHeight;
}
}
private initializeOffscreenCanvas(): void {
if (typeof OffscreenCanvas !== 'undefined') {
try {
this.offscreenCanvas = new OffscreenCanvas(this.canvas.width, this.canvas.height);
this.offscreenCtx = this.offscreenCanvas.getContext('2d');
this.useOffscreen = this.offscreenCtx !== null;
} catch (error) {
console.warn('OffscreenCanvas not supported:', error);
this.useOffscreen = false;
}
}
}
private handleWorkerMessage(response: WorkerResponse): void {
switch (response.type) {
case 'compiled':
@ -105,7 +155,14 @@ export class FakeShader {
case 'rendered':
this.isRendering = false;
if (response.success && response.imageData) {
this.ctx.putImageData(response.imageData, 0, 0);
// Put ImageData on adaptive resolution canvas
this.adaptiveCtx.putImageData(response.imageData, 0, 0);
// Upscale to main canvas with proper interpolation
this.upscaleToMainCanvas();
// Monitor performance and adjust scale
this.updatePerformanceMetrics();
} else {
console.error('Render failed:', response.error);
this.fillBlack();
@ -151,27 +208,37 @@ export class FakeShader {
return;
}
// Update adaptive canvas size based on current scale
this.updateAdaptiveCanvasSize();
// Start performance timing
this.renderStartTime = performance.now();
this.isRendering = true;
const currentTime = (Date.now() - this.startTime) / 1000;
// Scale mouse coordinates to match render resolution
const scaledMouseX = this.mouseX * this.currentScale;
const scaledMouseY = this.mouseY * this.currentScale;
this.worker.postMessage({
id,
type: 'render',
width: this.canvas.width,
height: this.canvas.height,
width: this.adaptiveCanvas.width,
height: this.adaptiveCanvas.height,
time: currentTime,
renderMode: this.renderMode,
mouseX: this.mouseX,
mouseY: this.mouseY,
mouseX: scaledMouseX,
mouseY: scaledMouseY,
mousePressed: this.mousePressed,
mouseVX: this.mouseVX,
mouseVY: this.mouseVY,
mouseVX: this.mouseVX * this.currentScale,
mouseVY: this.mouseVY * this.currentScale,
mouseClickTime: this.mouseClickTime,
touchCount: this.touchCount,
touch0X: this.touch0X,
touch0Y: this.touch0Y,
touch1X: this.touch1X,
touch1Y: this.touch1Y,
touch0X: this.touch0X * this.currentScale,
touch0Y: this.touch0Y * this.currentScale,
touch1X: this.touch1X * this.currentScale,
touch1Y: this.touch1Y * this.currentScale,
pinchScale: this.pinchScale,
pinchRotation: this.pinchRotation,
accelX: this.accelX,
@ -295,6 +362,82 @@ export class FakeShader {
this.worker.terminate();
}
private upscaleToMainCanvas(): void {
// Clear main canvas
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
// Set interpolation based on scale
if (this.currentScale < 0.5) {
// Use smooth interpolation for heavily downscaled content
this.ctx.imageSmoothingEnabled = true;
this.ctx.imageSmoothingQuality = 'high';
} else {
// Use pixel-perfect scaling for minimal downscaling
this.ctx.imageSmoothingEnabled = false;
}
// Draw scaled content to main canvas
this.ctx.drawImage(
this.adaptiveCanvas,
0, 0, this.adaptiveCanvas.width, this.adaptiveCanvas.height,
0, 0, this.canvas.width, this.canvas.height
);
}
private updatePerformanceMetrics(): void {
const renderTime = performance.now() - this.renderStartTime;
// Add to performance history
this.performanceHistory.push(renderTime);
if (this.performanceHistory.length > 10) {
this.performanceHistory.shift(); // Keep only last 10 measurements
}
// Adjust scale if we have enough data and enough time has passed
const now = performance.now();
if (this.performanceHistory.length >= 3 && now - this.lastScaleAdjustment > 500) {
this.adjustRenderScale();
this.lastScaleAdjustment = now;
}
}
private adjustRenderScale(): void {
// Calculate average render time from recent history
const avgRenderTime = this.performanceHistory.reduce((a, b) => a + b, 0) / this.performanceHistory.length;
const tolerance = 2; // 2ms tolerance
if (avgRenderTime > this.targetRenderTime + tolerance) {
// Too slow - scale down
const newScale = Math.max(this.minScale, this.currentScale * 0.85);
if (newScale !== this.currentScale) {
this.currentScale = newScale;
console.log(`Scaling down to ${(this.currentScale * 100).toFixed(0)}% (${avgRenderTime.toFixed(1)}ms avg)`);
}
} else if (avgRenderTime < this.targetRenderTime - tolerance && this.currentScale < this.maxScale) {
// Fast enough - try scaling up
const newScale = Math.min(this.maxScale, this.currentScale * 1.1);
if (newScale !== this.currentScale) {
this.currentScale = newScale;
console.log(`Scaling up to ${(this.currentScale * 100).toFixed(0)}% (${avgRenderTime.toFixed(1)}ms avg)`);
}
}
}
setAdaptiveQuality(enabled: boolean, targetFPS: number = 60): void {
if (enabled) {
this.targetRenderTime = 1000 / targetFPS;
this.currentScale = 1.0;
this.performanceHistory = [];
} else {
this.currentScale = 1.0;
}
}
getCurrentScale(): number {
return this.currentScale;
}
static generateRandomCode(): string {
const presets = [
'x^y',

View File

@ -43,11 +43,68 @@ interface WorkerResponse {
class ShaderWorker {
private compiledFunction: Function | null = null;
private lastCode: string = '';
private mathCache: Map<string, number> = new Map();
private sinTable: Float32Array;
private cosTable: Float32Array;
private expTable: Float32Array;
private logTable: Float32Array;
private imageDataCache: Map<string, ImageData> = new Map();
private compilationCache: Map<string, Function> = new Map();
private colorTables: Map<string, Uint8Array> = new Map();
constructor() {
self.onmessage = (e: MessageEvent<WorkerMessage>) => {
this.handleMessage(e.data);
};
this.initializeLookupTables();
this.initializeColorTables();
}
private initializeLookupTables(): void {
const tableSize = 4096;
this.sinTable = new Float32Array(tableSize);
this.cosTable = new Float32Array(tableSize);
this.expTable = new Float32Array(tableSize);
this.logTable = new Float32Array(tableSize);
for (let i = 0; i < tableSize; i++) {
const x = (i / tableSize) * 2 * Math.PI;
this.sinTable[i] = Math.sin(x);
this.cosTable[i] = Math.cos(x);
this.expTable[i] = Math.exp(x / tableSize);
this.logTable[i] = Math.log(1 + x / tableSize);
}
}
private initializeColorTables(): void {
const tableSize = 256;
// Pre-compute color tables for each render mode
const modes = ['classic', 'grayscale', 'red', 'green', 'blue', 'rgb', 'hsv', 'rainbow'];
for (const mode of modes) {
const colorTable = new Uint8Array(tableSize * 3); // RGB triplets
for (let i = 0; i < tableSize; i++) {
const [r, g, b] = this.calculateColorDirect(i, mode);
colorTable[i * 3] = r;
colorTable[i * 3 + 1] = g;
colorTable[i * 3 + 2] = b;
}
this.colorTables.set(mode, colorTable);
}
}
private fastSin(x: number): number {
const index = Math.floor(Math.abs(x * this.sinTable.length / (2 * Math.PI)) % this.sinTable.length);
return this.sinTable[index];
}
private fastCos(x: number): number {
const index = Math.floor(Math.abs(x * this.cosTable.length / (2 * Math.PI)) % this.cosTable.length);
return this.cosTable[index];
}
private handleMessage(message: WorkerMessage): void {
@ -66,13 +123,33 @@ class ShaderWorker {
}
private compileShader(id: string, code: string): void {
const codeHash = this.hashCode(code);
if (code === this.lastCode && this.compiledFunction) {
this.postMessage({ id, type: 'compiled', success: true });
return;
}
// Check compilation cache
const cachedFunction = this.compilationCache.get(codeHash);
if (cachedFunction) {
this.compiledFunction = cachedFunction;
this.lastCode = code;
this.postMessage({ id, type: 'compiled', success: true });
return;
}
try {
const safeCode = this.sanitizeCode(code);
// Check if expression is static (contains no variables)
const isStatic = this.isStaticExpression(safeCode);
if (isStatic) {
// Pre-compute static value
const staticValue = this.evaluateStaticExpression(safeCode);
this.compiledFunction = () => staticValue;
} else {
this.compiledFunction = new Function('x', 'y', 't', 'i', 'mouseX', 'mouseY', 'mousePressed', 'mouseVX', 'mouseVY', 'mouseClickTime', 'touchCount', 'touch0X', 'touch0Y', 'touch1X', 'touch1Y', 'pinchScale', 'pinchRotation', 'accelX', 'accelY', 'accelZ', 'gyroX', 'gyroY', 'gyroZ', 'audioLevel', 'bassLevel', 'midLevel', 'trebleLevel', `
// Timeout protection
const startTime = performance.now();
@ -90,6 +167,16 @@ class ShaderWorker {
return ${safeCode};
})();
`);
}
// Cache the compiled function
this.compilationCache.set(codeHash, this.compiledFunction);
// Limit cache size to prevent memory bloat
if (this.compilationCache.size > 20) {
const firstKey = this.compilationCache.keys().next().value;
this.compilationCache.delete(firstKey);
}
this.lastCode = code;
this.postMessage({ id, type: 'compiled', success: true });
@ -99,40 +186,92 @@ class ShaderWorker {
}
}
private isStaticExpression(code: string): boolean {
// Check if code contains any variables
const variables = ['x', 'y', 't', 'i', 'mouseX', 'mouseY', 'mousePressed', 'mouseVX', 'mouseVY', 'mouseClickTime', 'touchCount', 'touch0X', 'touch0Y', 'touch1X', 'touch1Y', 'pinchScale', 'pinchRotation', 'accelX', 'accelY', 'accelZ', 'gyroX', 'gyroY', 'gyroZ', 'audioLevel', 'bassLevel', 'midLevel', 'trebleLevel'];
for (const variable of variables) {
if (code.includes(variable)) {
return false;
}
}
return true;
}
private evaluateStaticExpression(code: string): number {
try {
// Safely evaluate numeric expression
const result = new Function(`return ${code}`)();
return isFinite(result) ? result : 0;
} catch (error) {
return 0;
}
}
private hashCode(str: string): string {
let hash = 0;
for (let i = 0; i < str.length; i++) {
const char = str.charCodeAt(i);
hash = ((hash << 5) - hash) + char;
hash = hash & hash; // Convert to 32-bit integer
}
return hash.toString(36);
}
private renderShader(id: string, width: number, height: number, time: number, renderMode: string, message: WorkerMessage): void {
if (!this.compiledFunction) {
this.postError(id, 'No compiled shader');
return;
}
const imageData = new ImageData(width, height);
const imageData = this.getOrCreateImageData(width, height);
const data = imageData.data;
const startTime = performance.now();
const maxRenderTime = 50; // 50ms max render time
try {
for (let y = 0; y < height; y++) {
// Check timeout every row
if (performance.now() - startTime > maxRenderTime) {
// Fill remaining pixels with black and break
for (let remainingY = y; remainingY < height; remainingY++) {
for (let remainingX = 0; remainingX < width; remainingX++) {
const i = (remainingY * width + remainingX) * 4;
data[i] = 0; // R
data[i + 1] = 0; // G
data[i + 2] = 0; // B
data[i + 3] = 255; // A
// Use tiled rendering for better timeout handling
this.renderTiled(data, width, height, time, renderMode, message, startTime, maxRenderTime);
this.postMessage({ id, type: 'rendered', success: true, imageData });
} catch (error) {
this.postError(id, error instanceof Error ? error.message : 'Render failed');
}
}
break;
}
for (let x = 0; x < width; x++) {
private renderTiled(data: Uint8ClampedArray, width: number, height: number, time: number, renderMode: string, message: WorkerMessage, startTime: number, maxRenderTime: number): void {
const tileSize = 64; // 64x64 tiles for better granularity
const tilesX = Math.ceil(width / tileSize);
const tilesY = Math.ceil(height / tileSize);
for (let tileY = 0; tileY < tilesY; tileY++) {
for (let tileX = 0; tileX < tilesX; tileX++) {
// Check timeout before each tile
if (performance.now() - startTime > maxRenderTime) {
const startX = tileX * tileSize;
const startY = tileY * tileSize;
this.fillRemainingPixels(data, width, height, startY, startX);
return;
}
const tileStartX = tileX * tileSize;
const tileStartY = tileY * tileSize;
const tileEndX = Math.min(tileStartX + tileSize, width);
const tileEndY = Math.min(tileStartY + tileSize, height);
this.renderTile(data, width, tileStartX, tileStartY, tileEndX, tileEndY, time, renderMode, message);
}
}
}
private renderTile(data: Uint8ClampedArray, width: number, startX: number, startY: number, endX: number, endY: number, time: number, renderMode: string, message: WorkerMessage): void {
for (let y = startY; y < endY; y++) {
for (let x = startX; x < endX; x++) {
const i = (y * width + x) * 4;
const pixelIndex = y * width + x;
try {
const value = this.compiledFunction(
const value = this.compiledFunction!(
x, y, time, pixelIndex,
message.mouseX || 0, message.mouseY || 0,
message.mousePressed || false,
@ -149,28 +288,175 @@ class ShaderWorker {
const safeValue = isFinite(value) ? value : 0;
const [r, g, b] = this.calculateColor(safeValue, renderMode);
data[i] = r; // R
data[i + 1] = g; // G
data[i + 2] = b; // B
data[i + 3] = 255; // A
data[i] = r;
data[i + 1] = g;
data[i + 2] = b;
data[i + 3] = 255;
} catch (error) {
data[i] = 0; // R
data[i + 1] = 0; // G
data[i + 2] = 0; // B
data[i + 3] = 255; // A
data[i] = 0;
data[i + 1] = 0;
data[i + 2] = 0;
data[i + 3] = 255;
}
}
}
}
this.postMessage({ id, type: 'rendered', success: true, imageData });
} catch (error) {
this.postError(id, error instanceof Error ? error.message : 'Render failed');
private canUseSIMD(): boolean {
return typeof WebAssembly !== 'undefined' && WebAssembly.validate &&
new Uint8Array([0x00, 0x61, 0x73, 0x6d, 0x01, 0x00, 0x00, 0x00]).every((byte, i) => byte === [0x00, 0x61, 0x73, 0x6d, 0x01, 0x00, 0x00, 0x00][i]);
}
private renderWithSIMD(data: Uint8ClampedArray, width: number, height: number, time: number, renderMode: string, message: WorkerMessage, startTime: number, maxRenderTime: number): void {
const chunkSize = 4; // Process 4 pixels at once
for (let y = 0; y < height; y++) {
if (performance.now() - startTime > maxRenderTime) {
this.fillRemainingPixels(data, width, height, y, 0);
break;
}
for (let x = 0; x < width; x += chunkSize) {
const endX = Math.min(x + chunkSize, width);
const xValues = new Float32Array(chunkSize);
const yValues = new Float32Array(chunkSize);
const results = new Float32Array(chunkSize);
for (let i = 0; i < endX - x; i++) {
xValues[i] = x + i;
yValues[i] = y;
}
this.computeChunkSIMD(xValues, yValues, results, endX - x, time, message);
for (let i = 0; i < endX - x; i++) {
const pixelX = x + i;
const pixelI = (y * width + pixelX) * 4;
const safeValue = isFinite(results[i]) ? results[i] : 0;
const [r, g, b] = this.calculateColor(safeValue, renderMode);
data[pixelI] = r;
data[pixelI + 1] = g;
data[pixelI + 2] = b;
data[pixelI + 3] = 255;
}
}
}
}
private computeChunkSIMD(xValues: Float32Array, yValues: Float32Array, results: Float32Array, count: number, time: number, message: WorkerMessage): void {
for (let i = 0; i < count; i++) {
try {
const pixelIndex = yValues[i] * (xValues.length / count) + xValues[i];
results[i] = this.compiledFunction!(
xValues[i], yValues[i], time, pixelIndex,
message.mouseX || 0, message.mouseY || 0,
message.mousePressed || false,
message.mouseVX || 0, message.mouseVY || 0,
message.mouseClickTime || 0,
message.touchCount || 0,
message.touch0X || 0, message.touch0Y || 0,
message.touch1X || 0, message.touch1Y || 0,
message.pinchScale || 1, message.pinchRotation || 0,
message.accelX || 0, message.accelY || 0, message.accelZ || 0,
message.gyroX || 0, message.gyroY || 0, message.gyroZ || 0,
message.audioLevel || 0, message.bassLevel || 0, message.midLevel || 0, message.trebleLevel || 0
);
} catch (error) {
results[i] = 0;
}
}
}
private renderSerial(data: Uint8ClampedArray, width: number, height: number, time: number, renderMode: string, message: WorkerMessage, startTime: number, maxRenderTime: number): void {
for (let y = 0; y < height; y++) {
if (performance.now() - startTime > maxRenderTime) {
this.fillRemainingPixels(data, width, height, y, 0);
break;
}
for (let x = 0; x < width; x++) {
const i = (y * width + x) * 4;
const pixelIndex = y * width + x;
try {
const value = this.compiledFunction!(
x, y, time, pixelIndex,
message.mouseX || 0, message.mouseY || 0,
message.mousePressed || false,
message.mouseVX || 0, message.mouseVY || 0,
message.mouseClickTime || 0,
message.touchCount || 0,
message.touch0X || 0, message.touch0Y || 0,
message.touch1X || 0, message.touch1Y || 0,
message.pinchScale || 1, message.pinchRotation || 0,
message.accelX || 0, message.accelY || 0, message.accelZ || 0,
message.gyroX || 0, message.gyroY || 0, message.gyroZ || 0,
message.audioLevel || 0, message.bassLevel || 0, message.midLevel || 0, message.trebleLevel || 0
);
const safeValue = isFinite(value) ? value : 0;
const [r, g, b] = this.calculateColor(safeValue, renderMode);
data[i] = r;
data[i + 1] = g;
data[i + 2] = b;
data[i + 3] = 255;
} catch (error) {
data[i] = 0;
data[i + 1] = 0;
data[i + 2] = 0;
data[i + 3] = 255;
}
}
}
}
private fillRemainingPixels(data: Uint8ClampedArray, width: number, height: number, startY: number, startX: number): void {
for (let remainingY = startY; remainingY < height; remainingY++) {
const xStart = remainingY === startY ? startX : 0;
for (let remainingX = xStart; remainingX < width; remainingX++) {
const i = (remainingY * width + remainingX) * 4;
data[i] = 0;
data[i + 1] = 0;
data[i + 2] = 0;
data[i + 3] = 255;
}
}
}
private getOrCreateImageData(width: number, height: number): ImageData {
const key = `${width}x${height}`;
let imageData = this.imageDataCache.get(key);
if (!imageData) {
imageData = new ImageData(width, height);
this.imageDataCache.set(key, imageData);
// Limit cache size to prevent memory bloat
if (this.imageDataCache.size > 5) {
const firstKey = this.imageDataCache.keys().next().value;
this.imageDataCache.delete(firstKey);
}
}
return imageData;
}
private calculateColor(value: number, renderMode: string): [number, number, number] {
const absValue = Math.abs(value) % 256;
// Use pre-computed color table if available
const colorTable = this.colorTables.get(renderMode);
if (colorTable) {
const index = Math.floor(absValue) * 3;
return [colorTable[index], colorTable[index + 1], colorTable[index + 2]];
}
// Fallback to direct calculation
return this.calculateColorDirect(absValue, renderMode);
}
private calculateColorDirect(absValue: number, renderMode: string): [number, number, number] {
switch (renderMode) {
case 'classic':
return [