A Blur stops at radius 8 in one pass, and bloom needs a softened copy of the picture beside the original. A Pass node cuts the graph: what feeds it is drawn into a picture of its own first, and the nodes that read a picture read that one when it feeds them. - Pass has color and alpha like the Output, a Resolution setting (Full, Half, Quarter) and a picture output. Texture color, Texture alpha, Sample texture, Blur and Texture size get a picture input. Unconnected it is the wearer's own picture, so the original stays readable beside any pass. - picture is a port type of its own. It plugs only into a picture input, not even into an any port. - The walk shared by the compilers can stop at a node (cut). The shader compiler draws each Pass it meets as a fragment of its own, earlier passes first. A ring through a picture says Feeds itself, and more than 8 passes say so at the node. - A pass draws untinted. The tint comes on when the last part reads a picture, so a particle source draws its passes once for all of its particles (user decision). - A pass's picture is the wearer's picture and its Padding, at the pixels of the picture times Resolution, at most 2048 per side. It is read with the picture's own filter and continues past its frame as the Output's Edge says. - PassPictures keeps one render texture per pass and wearer. It draws again only when picture, size, Padding or a uniform changed. A field's picture is a render texture that changes under the same id, so a field draws its passes every time. - Sprite, sliced sprite, text, particle source, field shader and the Shader tab's preview all draw passes. syncShader takes a fixed picture for a 9-slice, which holds its corners but keeps the margin. - texelAt and blur take the sampler they read. Existing shaders compile to the same program apart from that argument. - A field shader's Blur and Texture size count a pixel as a unit of the frame (uPixelScale), not of the screen. Before, a field's blur grew when zooming out and shrank when zooming in. This came with #170 and #300 and is fixed here because passes inherit it. - tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full an open Pass shrinks the picture first, as the wiki's recipe does. Found on the way: - Destroying the pictures before the shader made Pixi warn that a texture was still bound. The shader goes first now, and a picture of a new size is resized rather than replaced. - Two passes in a row could draw plain white the first time. Pixi builds the code that binds a program's resources once and finds them by position. A pass of one graph is often the same program as a pass of another with fewer slots, so it bound a placeholder. Every shader now declares all 8 pass slots and its uniform group. Tests: - Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0. - e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks (43 + 1), all passed, no Pixi warning in the console. - 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of a Blur of Both (difference 0.000). On a grey sprite a pass's picture added to the original is 231/60/60, each tinted once. Two Passes in a row after a graph with one show red and green, not white. - 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at 50 % and at 200 % zoom. - Counter-checks: a tinted pass fails 1 unit test. Pictures never bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158). Pass slots by the number of passes draw #ffffff, and a field without its pixel scale ramps over 16 and 4 units: exactly the two new checks fail. - e2e sum 1716 is counted, not yet measured (1712 + 4). - Measured on stein2 (HD 630, one run per row): 50 field shaders at radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16 (three passes at Half). 800 sprites at radius 8 go from 13.9 to 24.5 fps. At radius 4 one pass stays faster from 400 sprites on. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
169 lines
7.3 KiB
JavaScript
169 lines
7.3 KiB
JavaScript
#!/usr/bin/env node
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/**
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* What a field shader costs (#170): the same scene of N particle sources drawn with and without one,
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* measured as frame time in the running game. A field shader draws the source's particles into a
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* picture of its frame and lays the shader over that – one extra pass per source, whose price is
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* the frame's area on screen, not the number of particles in it.
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*
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* The field shader is a graph with nothing but its Output, which hands the picture through: both
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* runs put the very same pixels on screen, so what differs is the pass alone. A graph that samples
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* the picture many times (a blur) adds its own cost per pixel on top.
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*
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* Usage: node tools/seed-e2e.mjs && node tools/perf-field-shaders.mjs
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* GM_PERF_COUNTS=... source counts (default 1,10,50), GM_PERF_FRAME=... frame edge in units
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* GM_PERF_BLUR=... puts a Blur (#300) with that radius between picture and Output
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* GM_PERF_PASSES=1 makes that Blur two (#301): across, a Pass, then down; a field's picture is
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* new every frame, so is the Pass. GM_PERF_PASS_RESOLUTION=half|quarter puts
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* an open Pass first, so the radius reaches twice or four times as far
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*
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* It is a measuring tool, not a test: frame times depend on the machine, so CI does not run it.
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* Read the rate, not the median – see `perf-shaders.mjs` for why, and for the 60 Hz cap.
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*/
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import { readFileSync } from 'node:fs';
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import { runChecks } from './lib/harness.mjs';
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import { PROJECTS, cliArgs } from './lib/projects.mjs';
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import { twoPassBlurGraph } from './lib/shaders.mjs';
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const { projectId, baseUrl } = cliArgs('perf-field-shaders.mjs', PROJECTS.fixture);
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const COUNTS = (process.env.GM_PERF_COUNTS ?? '1,10,50').split(',').map(Number);
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const FRAME = Number(process.env.GM_PERF_FRAME ?? 256);
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const BLUR = Number(process.env.GM_PERF_BLUR ?? 0);
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const PASSES = process.env.GM_PERF_PASSES === '1';
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const PASS_RESOLUTION = process.env.GM_PERF_PASS_RESOLUTION ?? 'full';
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const FIELD_GRAPH =
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BLUR > 0 && PASSES
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? twoPassBlurGraph(BLUR, PASS_RESOLUTION)
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: BLUR > 0
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? {
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nodes: [
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{ id: 'pf-blur', type: 'ShaderBlur', x: 0, y: 0, params: { radius: BLUR } },
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{ id: 'pf-out', type: 'ShaderOutput', x: 300, y: 0, params: {} },
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],
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edges: [
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{ id: 'pf-c', from: { node: 'pf-blur', port: 'color' }, to: { node: 'pf-out', port: 'color' } },
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{ id: 'pf-a', from: { node: 'pf-blur', port: 'alpha' }, to: { node: 'pf-out', port: 'alpha' } },
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],
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}
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: { nodes: [{ id: 'pf-out', type: 'ShaderOutput', x: 0, y: 0, params: {} }], edges: [] };
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const WARMUP_MS = 1500;
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const SAMPLE_MS = 4000;
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const round = (x, digits = 2) => Number(x.toFixed(digits));
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const load = () => readFileSync('/proc/loadavg', 'utf8').split(' ').slice(0, 2).join(' ');
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await runChecks({ projectId, baseUrl, port: 9348, shotPrefix: 'gm-perf-field' }, async (t) => {
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const { check, sleep, json, evaluate, mutate, play, stop, shot } = t;
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await t.navigate();
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// One source asset and one shader for all of them: flipping the asset's `fieldShader` switches
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// every instance at once. 50 particles a second, a second each, 24 units – a modest spark.
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await mutate(`
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const p = __gm.state.project;
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p.assets = p.assets.filter((a) => a.id !== 'perf-source' && a.id !== 'perf-field');
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p.assets.push({ id: 'perf-field', type: 'shader', name: 'Perf field', props: {},
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graph: ${JSON.stringify(FIELD_GRAPH)} });
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p.assets.push({ id: 'perf-source', type: 'particles', name: 'Perf source',
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props: { rate: 50, lifetime: 1, size: 24, color: 0x4080ff, fieldShader: '',
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fieldWidth: ${FRAME}, fieldHeight: ${FRAME} },
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graph: { nodes: [{ id: 'po-out', type: 'ParticleOutput', x: 0, y: 0, params: {} }], edges: [] } });
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`);
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/** `n` sources spread over the camera's view, so every frame is at least partly on screen. */
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const buildScene = async (n) => {
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await mutate(`
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const scene = __gm.state.activeScene;
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const cam = scene.objects.find((o) => o.assetId === 'cam');
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const objects = [cam];
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const cols = Math.ceil(Math.sqrt(${n}));
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for (let i = 0; i < ${n}; i++) {
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const col = i % cols, row = Math.floor(i / cols);
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objects.push({ id: 'perf-' + i, assetId: 'perf-source', name: '',
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position: { x: cam.position.x - 300 + (col + 0.5) * (600 / cols),
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y: cam.position.y - 160 + (row + 0.5) * (320 / cols), z: i },
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editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} });
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}
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scene.objects = objects;
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`);
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};
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const setField = (on) =>
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mutate(
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`__gm.state.project.assets.find((a) => a.id === 'perf-source').props.fieldShader = ${on ? "'perf-field'" : "''"}`,
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);
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/** Frame times as the page itself sees them, over `SAMPLE_MS` after a warm-up. */
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const sample = async (n) => {
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await sleep(WARMUP_MS);
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await evaluate(`(() => {
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window.__perfSamples = [];
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window.__perfOn = true;
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let last = performance.now();
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const tick = () => {
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const now = performance.now();
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window.__perfSamples.push(now - last);
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last = now;
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if (window.__perfOn) requestAnimationFrame(tick);
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};
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requestAnimationFrame(tick);
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})()`);
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await sleep(SAMPLE_MS);
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const frames = await json('(window.__perfOn = false, window.__perfSamples.slice(1))');
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const pictures = await json(
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`Array.from({ length: ${n} }, (_, i) => __gm.fieldPixels('perf-' + i, 'game'))`,
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);
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const elapsed = frames.reduce((a, b) => a + b, 0);
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return {
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frames: frames.length,
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mean: round(elapsed / frames.length),
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fps: round((frames.length * 1000) / elapsed, 1),
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pictures: pictures.filter(Boolean).length,
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picture: pictures.find(Boolean) ?? null,
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};
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};
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const rows = [];
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for (const n of COUNTS) {
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await buildScene(n);
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const run = {};
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for (const on of [false, true]) {
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await setField(on);
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const before = load();
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await play();
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run[on ? 'on' : 'off'] = { ...(await sample(n)), load: before };
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await stop();
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}
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check(
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`${n} sources: a field picture each with the field shader on, none without`,
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run.on.pictures === n && run.off.pictures === 0,
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{ on: run.on, off: run.off },
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);
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rows.push({ n, ...run });
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console.log(
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` n=${String(n).padStart(3)} off ${String(run.off.mean).padStart(6)} ms (${run.off.fps} fps)` +
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` on ${String(run.on.mean).padStart(6)} ms (${run.on.fps} fps)` +
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` picture ${JSON.stringify(run.on.picture)} load ${run.off.load} / ${run.on.load}`,
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);
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}
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// The screenshot is of the last, heaviest scene with the field shader on – proof it really drew.
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await setField(true);
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await play();
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await sleep(500);
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await shot('heaviest');
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await stop();
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console.log(
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`\nframe ${FRAME}x${FRAME} units, ${BLUR > 0 ? `Blur radius ${BLUR}${PASSES ? `, in two passes at ${PASS_RESOLUTION}` : ''}` : 'pass-through'} field shader, ${SAMPLE_MS} ms per point`,
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);
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console.log('| sources | no field shader | field shader | picture |');
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console.log('| --- | --- | --- | --- |');
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for (const r of rows)
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console.log(
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`| ${r.n} | ${r.off.mean} ms / ${r.off.fps} fps | ${r.on.mean} ms / ${r.on.fps} fps |` +
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` ${r.on.picture ? `${r.on.picture.w}x${r.on.picture.h}` : '-'} |`,
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);
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console.log(JSON.stringify(rows));
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});
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