Re: Shaderc as a JS library

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