- From: Kirill Dmitrenko <dmikis@yandex-team.ru>
- Date: Thu, 26 Oct 2017 15:20:39 +0300
- To: Kai Ninomiya <kainino@google.com>
- Cc: "public-gpu@w3.org" <public-gpu@w3.org>, Maciej Stachowiak <mjs@apple.com>
Can you create a static page somewhere (e.g., on GH itself) to test the library? 26.10.2017, 04:13, "Kai Ninomiya" <kainino@google.com>: > oops. wrong thread. reposting in the correct thread. > > With dev tools open I actually get much less variance in my results (maybe performance.now behaves differently). > > Now I'm getting 32-37 ms for "void main() {}" and 46-49 ms to compile the big shadertoy from earlier. > > On Wed, Oct 25, 2017 at 5:57 PM Kai Ninomiya <kainino@google.com> wrote: >> Maciej, >> Absolutely. These are on my to-do list, but they're harder to check and compare with native. >> >> I quickly measured the compile time itself (excluding loading, I don't know offhand how to measure that), and got about 85-140 ms for this tiny "main(){}" shader. I don't know how this compares with native. >> >> -Kai >> >> On Wed, Oct 25, 2017 at 5:34 PM Maciej Stachowiak <mjs@apple.com> wrote: >>>> On Oct 25, 2017, at 5:26 PM, Kai Ninomiya <kainino@google.com> wrote: >>>> Hey all, >>>> >>>> Yesterday I compiled shaderc into a JS library with the minimal entry points needed to compile GLSL to SPIRV inside a web application. >>>> >>>> <Screenshot from 2017-10-24 17-17-52.png> >>>> >>>> Source (But don't try to build this yet, it won't work - needs manual intervention during build). >>>> https://github.com/kainino0x/shaderc/commit/1035e488ac3dcf759d6017328abf20d1d39b672f >>>> >>>> kainino@kainino> du -b shaderc.* >>>> 176816 shaderc.js >>>> 45094 shaderc.js.gz >>>> 2007815 shaderc.wasm >>>> 589023 shaderc.wasm.gz >>>> So a total of 634,117 bytes between shaderc.js.gz and shaderc.wasm.gz. >>>> >>>> (built with emcc -Oz; js files are the wasm wrappers, not asm.js) >>>> >>> >>> Other interesting performance questions: >>> >>> - What's the runtime memory cost of loading or using these libraries? >>> - How long does it take to transpile a typical shader? -- Kirill Dmitrenko Yandex Maps Team
Received on Thursday, 26 October 2017 12:21:18 UTC