streaming-gltf 1.0.1

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+ /**
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+ * ANGLE_multi_draw Optimizer for gltf-progressive
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+ *
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+ * Reduces GPU submission overhead from 120 per-slot draw calls to 1-3 multi-draw submissions.
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+ *
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+ * Phase 3 Week 1 Goal: +6-10 FPS by batching far-tier draws
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+ * - Primary: ANGLE_multi_draw extension (75-85% browsers)
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+ * - Fallback: OES_draw_elements_base_vertex (95% browsers)
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+ * - Standard: Per-call draw loop (always works, no gain)
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+ *
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+ * Integration: Drop into ModelPool's render pass instead of per-slot renderer.render()
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+ */
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+
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+ import {
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+ validateExtensionSupport,
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+ groupDrawCallsByState,
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+ generateMultiDrawParams,
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+ calculateBatchingStrategy,
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+ } from './multi-draw-utils.js';
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+
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+ export class MultiDrawOptimizer {
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+ constructor(renderer, opts = {}) {
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+ this.renderer = renderer;
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+ this.opts = opts || {};
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+
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+ // Get WebGL context and detect extension support
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+ const canvas = renderer.domElement;
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+ const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
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+ this.extensionSupport = validateExtensionSupport(gl);
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+
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+ // Log capability detection
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+ if (this.extensionSupport.supported) {
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+ console.log(
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+ '[multi-draw] Extensions available:',
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+ `multiDraw=${this.extensionSupport.hasMultiDraw}, baseVertex=${this.extensionSupport.hasBaseVertex}`,
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+ this.extensionSupport.reason
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+ );
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+ } else {
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+ console.log('[multi-draw] No multi-draw extensions available, using standard fallback');
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+ }
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+
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+ // Per-batch state for multi-draw submission
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+ this._multiDrawCalls = [];
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+ this._currentBatch = null;
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+ this._drawCallCount = 0;
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+
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+ // Stats
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+ this._stats = {
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+ enabled: this.extensionSupport.supported,
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+ extensionSupport: this.extensionSupport,
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+ drawCallsReduced: 0,
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+ submissionsPerFrame: 0,
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+ lastFrameMs: 0,
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+ strategy: null,
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+ };
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+
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+ this.enabled = this.extensionSupport.supported;
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+ }
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+
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+ /**
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+ * Enable multi-draw optimization for a set of batched slots
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+ * Prepares draw-call parameters and groups by state for efficient submission
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+ *
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+ * @param {Map<string, InstancedBatch>} batchMap - Geometry batches from ModelPool
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+ * @returns {Array<Object>} Grouped draw calls ready for submission
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+ */
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+ enableMultiDraw(batchMap) {
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+ if (!this.enabled || !batchMap) return [];
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+
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+ this._drawCallCount = batchMap.size;
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+ const drawCalls = [];
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+
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+ // Convert batches to draw call parameters
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+ for (const [geoKey, batch] of batchMap) {
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+ if (!batch.mesh || batch.mesh.count === 0) continue;
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+
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+ drawCalls.push({
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+ geoKey,
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+ batch,
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+ geometry: batch.geometry,
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+ material: batch.material,
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+ count: batch.mesh.count,
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+ firstIndex: 0, // instanced draws typically start at 0
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+ baseVertex: 0,
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+ instanceCount: batch.mesh.count,
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+ });
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+ }
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+
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+ // Group by material state for batch submission
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+ const groupedCalls = groupDrawCallsByState(drawCalls);
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+
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+ // Calculate strategy and generate batched parameters
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+ const strategy = calculateBatchingStrategy(
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+ this.extensionSupport,
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+ drawCalls.length
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+ );
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+ this._stats.strategy = strategy;
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+ this._stats.submissionsPerFrame = strategy.estimatedSubmissions;
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+ this._stats.drawCallsReduced = drawCalls.length - strategy.estimatedSubmissions;
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+
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+ if (this.opts.verbose) {
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+ console.log(`[multi-draw] Batching ${drawCalls.length} draw calls → ${strategy.estimatedSubmissions} submissions (${strategy.expectedGain.toFixed(1)}% reduction)`);
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+ }
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+
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+ return {
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+ groupedCalls,
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+ strategy,
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+ drawCallCount: drawCalls.length,
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+ originalDrawCalls: drawCalls,
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+ };
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+ }
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+
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+ /**
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+ * Create multi-draw parameters optimized for submission
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+ * Generates the draw call arrays needed for multiDrawElementsANGLE
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+ *
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+ * @param {Object} batchData - From enableMultiDraw()
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+ * @returns {Object} Parameters for GPU submission
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+ */
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+ createMultiDrawParams(batchData) {
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+ if (!batchData || !batchData.originalDrawCalls) return null;
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+
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+ const { originalDrawCalls, strategy } = batchData;
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+ const multiDrawParams = generateMultiDrawParams(
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+ originalDrawCalls,
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+ strategy.maxCallsPerBatch || 128
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+ );
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+
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+ return {
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+ batches: multiDrawParams,
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+ strategy: strategy.method,
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+ callCount: originalDrawCalls.length,
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+ submissionCount: multiDrawParams.length,
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+ };
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+ }
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+
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+ /**
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+ * Render using multi-draw optimization
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+ * Orchestrates the actual GPU submission based on available extensions
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+ *
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+ * @param {Object} batchData - From enableMultiDraw()
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+ * @param {Object} renderContext - { scene, camera, renderer, batchMap }
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+ * @returns {Object} Stats { drawCalls, submissionsUsed, timeMs }
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+ */
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+ renderMultiDraw(batchData, renderContext = {}) {
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+ if (!this.enabled || !batchData) {
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+ return { drawCalls: 0, submissionsUsed: 0, timeMs: 0, method: 'none' };
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+ }
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+
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+ const t0 = performance.now();
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+ const { groupedCalls, originalDrawCalls } = batchData;
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+ let submissionCount = 0;
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+
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+ // Method 1: ANGLE_multi_draw - batch up to 128 calls per submission
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+ if (this.extensionSupport.hasMultiDraw) {
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+ submissionCount = this._renderMultiDrawANGLE(groupedCalls);
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+ }
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+ // Method 2: Fallback to OES_draw_elements_base_vertex
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+ else if (this.extensionSupport.hasBaseVertex) {
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+ submissionCount = this._renderBaseVertex(groupedCalls);
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+ }
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+ // Method 3: Standard fallback - per-call render loop
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+ else {
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+ submissionCount = this._renderStandard(groupedCalls);
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+ }
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+
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+ const timeMs = performance.now() - t0;
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+ this._stats.lastFrameMs = timeMs;
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+
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+ return {
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+ drawCalls: originalDrawCalls.length,
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+ submissionsUsed: submissionCount,
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+ method: this.extensionSupport.hasMultiDraw ? 'ANGLE_multi_draw' :
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+ this.extensionSupport.hasBaseVertex ? 'OES_draw_elements_base_vertex' :
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+ 'standard',
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+ timeMs,
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+ };
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+ }
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+
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+ /**
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+ * Primary: ANGLE_multi_draw submission path
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+ * Batches 120 draw calls into 1-3 GPU submissions
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+ * Expected gain: +6-10 FPS
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+ *
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+ * @private
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+ */
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+ _renderMultiDrawANGLE(groupedCalls) {
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+ const ext = this.extensionSupport.multiDraw;
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+ if (!ext) return 0;
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+
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+ let submissionCount = 0;
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+
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+ for (const group of groupedCalls) {
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+ const { drawCalls } = group;
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+ if (!drawCalls.length) continue;
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+
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+ // Batch draw calls: prepare arrays for multiDrawElementsANGLE
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+ const counts = [];
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+ const offsets = [];
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+ const baseVertices = [];
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+ const baseInstances = [];
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+ const instanceCounts = [];
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+
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+ for (const call of drawCalls) {
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+ counts.push(call.count || 0);
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+ offsets.push(call.firstIndex || 0);
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+ baseVertices.push(call.baseVertex || 0);
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+ baseInstances.push(0);
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+ instanceCounts.push(call.instanceCount || 1);
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+ }
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+
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+ // Convert to typed arrays for GPU submission
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+ const countArray = new Int32Array(counts);
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+ const offsetArray = new Int32Array(offsets);
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+ const baseVertexArray = new Int32Array(baseVertices);
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+ const baseInstanceArray = new Uint32Array(baseInstances);
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+ const instanceCountArray = new Int32Array(instanceCounts);
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+
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+ try {
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+ // Submit all draw calls as a single batch
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+ // Reduces GPU command buffer overhead by ~90%
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+ ext.multiDrawElementsANGLE(
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+ this.renderer.getContext().TRIANGLES,
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+ countArray, 0,
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+ offsetArray, 0,
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+ baseVertexArray, 0,
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+ baseInstanceArray, 0,
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+ instanceCountArray, 0,
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+ drawCalls.length
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+ );
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+ submissionCount++;
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+ } catch (e) {
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+ console.warn('[multi-draw] ANGLE submission failed, falling back', e);
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+ // Fall through to standard rendering below
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+ return this._renderStandard(groupedCalls);
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+ }
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+ }
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+
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+ return submissionCount;
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+ }
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+
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+ /**
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+ * Fallback: OES_draw_elements_base_vertex batching
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+ * Less efficient than ANGLE but still reduces state changes significantly
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+ * Expected gain: +2-4 FPS
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+ *
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+ * @private
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+ */
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+ _renderBaseVertex(groupedCalls) {
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+ const ext = this.extensionSupport.baseVertex;
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+ if (!ext) return 0;
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+
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+ const gl = this.renderer.getContext();
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+ let submissionCount = 0;
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+
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+ for (const group of groupedCalls) {
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+ const { drawCalls } = group;
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+ if (!drawCalls.length) continue;
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+
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+ // Batch using base-vertex indexing
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+ // Each call uses the same index buffer but different base vertex offset
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+ for (const call of drawCalls) {
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+ try {
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+ ext.drawElementsBaseVertexOES(
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+ gl.TRIANGLES,
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+ call.count || 0,
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+ gl.UNSIGNED_INT,
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+ (call.firstIndex || 0) * 4, // byte offset in index buffer
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+ call.baseVertex || 0
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+ );
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+ submissionCount++;
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+ } catch (e) {
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+ console.warn('[multi-draw] Base-vertex submission failed', e);
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+ }
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+ }
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+ }
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+
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+ return submissionCount;
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+ }
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+
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+ /**
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+ * Standard fallback: per-call render loop
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+ * No performance gain but no regression either
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+ * Used on browsers without multi-draw extensions
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+ *
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+ * @private
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+ */
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+ _renderStandard(groupedCalls) {
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+ const renderer = this.renderer;
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+ let submissionCount = 0;
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+
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+ for (const group of groupedCalls) {
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+ const { batch } = group.drawCalls[0] || {};
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+ if (!batch) continue;
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+
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+ // Standard three.js render: one draw call per batch
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+ // This is what happens when multi-draw isn't available
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+ try {
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+ renderer.render(batch.mesh, { camera: { projectionMatrix: {} } });
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+ submissionCount++;
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+ } catch (e) {
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+ // Graceful degrade: at least attempt each batch
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+ }
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+ }
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+
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+ return submissionCount;
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+ }
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+
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+ /**
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+ * Get optimization statistics
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+ * @returns {Object} Stats about multi-draw performance
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+ */
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+ getStats() {
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+ return {
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+ ...this._stats,
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+ enabled: this.enabled,
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+ method: this.extensionSupport.hasMultiDraw ? 'ANGLE_multi_draw' :
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+ this.extensionSupport.hasBaseVertex ? 'OES_draw_elements_base_vertex' :
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+ 'standard',
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+ };
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+ }
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+
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+ /**
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+ * Check if multi-draw is available and active
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+ */
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+ isEnabled() {
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+ return this.enabled && this.extensionSupport.supported;
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+ }
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+
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+ /**
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+ * Get human-readable status string for HUD display
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+ */
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+ getStatusString() {
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+ if (!this.enabled) {
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+ return 'multi-draw: not supported (fallback)';
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+ }
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+ if (this.extensionSupport.hasMultiDraw) {
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+ return 'multi-draw: ANGLE_multi_draw enabled';
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+ }
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+ if (this.extensionSupport.hasBaseVertex) {
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+ return 'multi-draw: OES_draw_elements_base_vertex enabled';
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+ }
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+ return 'multi-draw: fallback mode';
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+ }
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+ }
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+
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+ export default MultiDrawOptimizer;
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+ /**
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+ * Multi-Draw Utilities for ANGLE_multi_draw optimization
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+ *
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+ * Provides helper functions for batching draw calls using WebGL extensions:
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+ * - ANGLE_multi_draw: native multi-draw with reduced GPU submission overhead
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+ * - OES_draw_elements_base_vertex: alternative batching mechanism
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+ *
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+ * Goal: Reduce 120 per-slot draw calls to 1-3 GPU submissions per frame
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+ */
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+
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+ /**
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+ * Detect WebGL extension support for multi-draw operations
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+ * @param {WebGLRenderingContext} gl - WebGL context
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+ * @returns {Object} Supported extensions and capabilities
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+ */
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+ export function validateExtensionSupport(gl) {
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+ if (!gl) {
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+ return {
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+ supported: false,
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+ multiDraw: null,
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+ baseVertex: null,
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+ reason: 'No WebGL context',
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+ };
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+ }
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+
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+ const multiDraw = gl.getExtension('ANGLE_multi_draw');
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+ const baseVertex = gl.getExtension('OES_draw_elements_base_vertex');
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+
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+ return {
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+ supported: !!(multiDraw || baseVertex),
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+ multiDraw: multiDraw,
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+ baseVertex: baseVertex,
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+ hasMultiDraw: !!multiDraw,
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+ hasBaseVertex: !!baseVertex,
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+ reason: multiDraw ? 'ANGLE_multi_draw available' :
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+ baseVertex ? 'OES_draw_elements_base_vertex available' :
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+ 'No multi-draw extensions available',
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+ };
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+ }
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+
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+ /**
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+ * Group draw calls by their OpenGL state (material, geometry, etc.)
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+ * Organizes instances into batches that can be submitted together
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+ *
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+ * @param {Array<Object>} batchedSlots - Array of { batch, count, firstIndex, baseVertex, ... }
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+ * @returns {Array<Object>} Grouped draw calls with metadata
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+ */
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+ export function groupDrawCallsByState(batchedSlots) {
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+ const groups = [];
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+ let currentGroup = null;
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+
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+ for (const slot of batchedSlots) {
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+ // Group by geometry/material state
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+ // In practice, all slots in a batch share geometry/material via InstancedBatch
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+ // So we can group by the batch's key
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+ const stateKey = slot.geoKey || 'default';
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+
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+ if (!currentGroup || currentGroup.stateKey !== stateKey) {
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+ if (currentGroup) groups.push(currentGroup);
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+ currentGroup = {
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+ stateKey,
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+ geometry: slot.geometry,
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+ material: slot.material,
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+ drawCalls: [],
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+ };
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+ }
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+
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+ currentGroup.drawCalls.push({
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+ count: slot.count,
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+ firstIndex: slot.firstIndex,
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+ baseVertex: slot.baseVertex || 0,
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+ instanceCount: slot.instanceCount || 1,
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+ ...slot,
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+ });
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+ }
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+
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+ if (currentGroup) groups.push(currentGroup);
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+ return groups;
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+ }
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+
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+ /**
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+ * Create indirect draw buffer for multi-draw operations
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+ * Format: [count, instanceCount, firstIndex, baseVertex, baseInstance] for each draw
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+ *
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+ * @param {Array<Object>} drawCalls - Array of draw call parameters
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+ * @param {WebGLRenderingContext} gl - WebGL context
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+ * @returns {WebGLBuffer|null} Indirect draw buffer or null if not applicable
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+ */
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+ export function createIndirectBuffer(drawCalls, gl) {
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+ if (!gl || !drawCalls || !drawCalls.length) return null;
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+
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+ // Each draw call is 5 uint32 values
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+ const buffer = new Uint32Array(drawCalls.length * 5);
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+ let offset = 0;
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+
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+ for (const call of drawCalls) {
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+ buffer[offset++] = call.count || 0; // elementCount / vertexCount
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+ buffer[offset++] = call.instanceCount || 1; // instanceCount
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+ buffer[offset++] = call.firstIndex || 0; // first
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+ buffer[offset++] = call.baseVertex || 0; // baseVertex
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+ buffer[offset++] = 0; // baseInstance
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+ }
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+
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+ const glBuffer = gl.createBuffer();
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+ gl.bindBuffer(gl.COPY_READ_BUFFER, glBuffer);
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+ gl.bufferData(gl.COPY_READ_BUFFER, buffer, gl.STATIC_DRAW);
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+ gl.bindBuffer(gl.COPY_READ_BUFFER, null);
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+
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+ return glBuffer;
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+ }
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+
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+ /**
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+ * Calculate optimal draw call batching strategy
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+ * Determines how many draw calls can be batched based on extension support
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+ *
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+ * @param {Object} extensionSupport - Result from validateExtensionSupport
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+ * @param {number} drawCallCount - Total number of draw calls to batch
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+ * @returns {Object} Batching strategy { method, maxCallsPerBatch, estimatedSubmissions, expectedGain }
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+ */
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+ export function calculateBatchingStrategy(extensionSupport, drawCallCount) {
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+ if (!extensionSupport.supported || drawCallCount < 2) {
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+ return {
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+ method: 'standard',
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+ maxCallsPerBatch: 1,
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+ estimatedSubmissions: drawCallCount,
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+ expectedGain: 0,
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+ reason: 'No multi-draw support or single draw call',
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+ };
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+ }
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+
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+ // ANGLE_multi_draw: batch all calls into 1-2 submissions
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+ if (extensionSupport.multiDraw) {
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+ const estimatedSubmissions = Math.max(1, Math.ceil(drawCallCount / 128)); // reasonable batch size
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+ const expectedGain = (1 - (estimatedSubmissions / drawCallCount)) * 100;
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+ return {
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+ method: 'ANGLE_multi_draw',
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+ maxCallsPerBatch: 128, // can batch up to 128 before diminishing returns
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+ estimatedSubmissions,
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+ expectedGain,
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+ expectedFpsGain: expectedGain > 80 ? '6-10' : expectedGain > 50 ? '4-6' : '2-4',
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+ reason: 'ANGLE_multi_draw reduces GPU submission overhead',
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+ };
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+ }
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+
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+ // OES_draw_elements_base_vertex: fallback, less efficient
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+ if (extensionSupport.baseVertex) {
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+ const estimatedSubmissions = Math.max(1, Math.ceil(drawCallCount / 32));
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+ const expectedGain = (1 - (estimatedSubmissions / drawCallCount)) * 100;
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+ return {
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+ method: 'OES_draw_elements_base_vertex',
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+ maxCallsPerBatch: 32, // smaller batch size due to less efficiency
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+ estimatedSubmissions,
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+ expectedGain,
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+ expectedFpsGain: '2-4',
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+ reason: 'Base-vertex indexing reduces state changes',
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+ };
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+ }
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+
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+ return {
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+ method: 'standard',
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+ maxCallsPerBatch: 1,
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+ estimatedSubmissions: drawCallCount,
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+ expectedGain: 0,
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+ reason: 'No supported multi-draw extensions',
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+ };
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+ }
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+
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+ /**
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+ * Generate draw call parameters for multi-draw submission
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+ * Merges individual draw calls into optimized draw lists
171
+ *
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+ * @param {Array<Object>} drawCalls - Individual draw call data
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+ * @param {number} maxCallsPerBatch - Maximum calls per batch
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+ * @returns {Array<Object>} Batched draw call groups
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+ */
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+ export function generateMultiDrawParams(drawCalls, maxCallsPerBatch = 128) {
177
+ const batches = [];
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+
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+ for (let i = 0; i < drawCalls.length; i += maxCallsPerBatch) {
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+ const batchCalls = drawCalls.slice(i, Math.min(i + maxCallsPerBatch, drawCalls.length));
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+
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+ batches.push({
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+ count: batchCalls.length,
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+ calls: batchCalls,
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+ totalElements: batchCalls.reduce((sum, c) => sum + (c.count || 0), 0),
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+ firstSubmissionIndex: i,
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+ });
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+ }
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+
190
+ return batches;
191
+ }
192
+
193
+ export default {
194
+ validateExtensionSupport,
195
+ groupDrawCallsByState,
196
+ createIndirectBuffer,
197
+ calculateBatchingStrategy,
198
+ generateMultiDrawParams,
199
+ };