streaming-gltf 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +90 -0
- package/examples/local-progressive/batched-far-tier.js +296 -0
- package/examples/local-progressive/buffer-pool.js +182 -0
- package/examples/local-progressive/deferred-load-queue.js +253 -0
- package/examples/local-progressive/draw-call-batching.js +615 -0
- package/examples/local-progressive/draw-call-sorter.js +146 -0
- package/examples/local-progressive/frustum-cache.js +104 -0
- package/examples/local-progressive/lod-unload-manager.js +162 -0
- package/examples/local-progressive/lod-worker.js +297 -0
- package/examples/local-progressive/material-pool.js +241 -0
- package/examples/local-progressive/model-pool.js +2961 -0
- package/examples/local-progressive/multi-draw-optimizer.js +347 -0
- package/examples/local-progressive/multi-draw-utils.js +199 -0
- package/examples/local-progressive/stress.js +655 -0
- package/examples/local-progressive/vertex-compression.js +128 -0
- package/index.js +23 -0
- package/package.json +48 -0
- package/tools/bake-all.mjs +126 -0
- package/tools/bake-progressive.mjs +663 -0
- package/tools/bake-streaming.mjs +453 -0
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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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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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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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// 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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// 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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// 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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// 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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this.enabled = this.extensionSupport.supported;
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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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this._drawCallCount = batchMap.size;
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const drawCalls = [];
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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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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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// Group by material state for batch submission
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const groupedCalls = groupDrawCallsByState(drawCalls);
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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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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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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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* 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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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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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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* 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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const t0 = performance.now();
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const { groupedCalls, originalDrawCalls } = batchData;
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let submissionCount = 0;
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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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const timeMs = performance.now() - t0;
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this._stats.lastFrameMs = timeMs;
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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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* 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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let submissionCount = 0;
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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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// 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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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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// 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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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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return submissionCount;
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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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const gl = this.renderer.getContext();
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let submissionCount = 0;
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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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// 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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return submissionCount;
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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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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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// 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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return submissionCount;
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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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* 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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* 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;
|
|
@@ -0,0 +1,199 @@
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1
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+
/**
|
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2
|
+
* Multi-Draw Utilities for ANGLE_multi_draw optimization
|
|
3
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+
*
|
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4
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+
* Provides helper functions for batching draw calls using WebGL extensions:
|
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5
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+
* - ANGLE_multi_draw: native multi-draw with reduced GPU submission overhead
|
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6
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+
* - OES_draw_elements_base_vertex: alternative batching mechanism
|
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7
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+
*
|
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8
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+
* Goal: Reduce 120 per-slot draw calls to 1-3 GPU submissions per frame
|
|
9
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+
*/
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|
10
|
+
|
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11
|
+
/**
|
|
12
|
+
* 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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|
+
*/
|
|
16
|
+
export function validateExtensionSupport(gl) {
|
|
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|
+
if (!gl) {
|
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+
return {
|
|
19
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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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+
|
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+
const multiDraw = gl.getExtension('ANGLE_multi_draw');
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27
|
+
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,
|
|
33
|
+
hasMultiDraw: !!multiDraw,
|
|
34
|
+
hasBaseVertex: !!baseVertex,
|
|
35
|
+
reason: multiDraw ? 'ANGLE_multi_draw available' :
|
|
36
|
+
baseVertex ? 'OES_draw_elements_base_vertex available' :
|
|
37
|
+
'No multi-draw extensions available',
|
|
38
|
+
};
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
/**
|
|
42
|
+
* Group draw calls by their OpenGL state (material, geometry, etc.)
|
|
43
|
+
* Organizes instances into batches that can be submitted together
|
|
44
|
+
*
|
|
45
|
+
* @param {Array<Object>} batchedSlots - Array of { batch, count, firstIndex, baseVertex, ... }
|
|
46
|
+
* @returns {Array<Object>} Grouped draw calls with metadata
|
|
47
|
+
*/
|
|
48
|
+
export function groupDrawCallsByState(batchedSlots) {
|
|
49
|
+
const groups = [];
|
|
50
|
+
let currentGroup = null;
|
|
51
|
+
|
|
52
|
+
for (const slot of batchedSlots) {
|
|
53
|
+
// Group by geometry/material state
|
|
54
|
+
// In practice, all slots in a batch share geometry/material via InstancedBatch
|
|
55
|
+
// So we can group by the batch's key
|
|
56
|
+
const stateKey = slot.geoKey || 'default';
|
|
57
|
+
|
|
58
|
+
if (!currentGroup || currentGroup.stateKey !== stateKey) {
|
|
59
|
+
if (currentGroup) groups.push(currentGroup);
|
|
60
|
+
currentGroup = {
|
|
61
|
+
stateKey,
|
|
62
|
+
geometry: slot.geometry,
|
|
63
|
+
material: slot.material,
|
|
64
|
+
drawCalls: [],
|
|
65
|
+
};
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
currentGroup.drawCalls.push({
|
|
69
|
+
count: slot.count,
|
|
70
|
+
firstIndex: slot.firstIndex,
|
|
71
|
+
baseVertex: slot.baseVertex || 0,
|
|
72
|
+
instanceCount: slot.instanceCount || 1,
|
|
73
|
+
...slot,
|
|
74
|
+
});
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
if (currentGroup) groups.push(currentGroup);
|
|
78
|
+
return groups;
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
/**
|
|
82
|
+
* Create indirect draw buffer for multi-draw operations
|
|
83
|
+
* Format: [count, instanceCount, firstIndex, baseVertex, baseInstance] for each draw
|
|
84
|
+
*
|
|
85
|
+
* @param {Array<Object>} drawCalls - Array of draw call parameters
|
|
86
|
+
* @param {WebGLRenderingContext} gl - WebGL context
|
|
87
|
+
* @returns {WebGLBuffer|null} Indirect draw buffer or null if not applicable
|
|
88
|
+
*/
|
|
89
|
+
export function createIndirectBuffer(drawCalls, gl) {
|
|
90
|
+
if (!gl || !drawCalls || !drawCalls.length) return null;
|
|
91
|
+
|
|
92
|
+
// Each draw call is 5 uint32 values
|
|
93
|
+
const buffer = new Uint32Array(drawCalls.length * 5);
|
|
94
|
+
let offset = 0;
|
|
95
|
+
|
|
96
|
+
for (const call of drawCalls) {
|
|
97
|
+
buffer[offset++] = call.count || 0; // elementCount / vertexCount
|
|
98
|
+
buffer[offset++] = call.instanceCount || 1; // instanceCount
|
|
99
|
+
buffer[offset++] = call.firstIndex || 0; // first
|
|
100
|
+
buffer[offset++] = call.baseVertex || 0; // baseVertex
|
|
101
|
+
buffer[offset++] = 0; // baseInstance
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
const glBuffer = gl.createBuffer();
|
|
105
|
+
gl.bindBuffer(gl.COPY_READ_BUFFER, glBuffer);
|
|
106
|
+
gl.bufferData(gl.COPY_READ_BUFFER, buffer, gl.STATIC_DRAW);
|
|
107
|
+
gl.bindBuffer(gl.COPY_READ_BUFFER, null);
|
|
108
|
+
|
|
109
|
+
return glBuffer;
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
/**
|
|
113
|
+
* Calculate optimal draw call batching strategy
|
|
114
|
+
* Determines how many draw calls can be batched based on extension support
|
|
115
|
+
*
|
|
116
|
+
* @param {Object} extensionSupport - Result from validateExtensionSupport
|
|
117
|
+
* @param {number} drawCallCount - Total number of draw calls to batch
|
|
118
|
+
* @returns {Object} Batching strategy { method, maxCallsPerBatch, estimatedSubmissions, expectedGain }
|
|
119
|
+
*/
|
|
120
|
+
export function calculateBatchingStrategy(extensionSupport, drawCallCount) {
|
|
121
|
+
if (!extensionSupport.supported || drawCallCount < 2) {
|
|
122
|
+
return {
|
|
123
|
+
method: 'standard',
|
|
124
|
+
maxCallsPerBatch: 1,
|
|
125
|
+
estimatedSubmissions: drawCallCount,
|
|
126
|
+
expectedGain: 0,
|
|
127
|
+
reason: 'No multi-draw support or single draw call',
|
|
128
|
+
};
|
|
129
|
+
}
|
|
130
|
+
|
|
131
|
+
// ANGLE_multi_draw: batch all calls into 1-2 submissions
|
|
132
|
+
if (extensionSupport.multiDraw) {
|
|
133
|
+
const estimatedSubmissions = Math.max(1, Math.ceil(drawCallCount / 128)); // reasonable batch size
|
|
134
|
+
const expectedGain = (1 - (estimatedSubmissions / drawCallCount)) * 100;
|
|
135
|
+
return {
|
|
136
|
+
method: 'ANGLE_multi_draw',
|
|
137
|
+
maxCallsPerBatch: 128, // can batch up to 128 before diminishing returns
|
|
138
|
+
estimatedSubmissions,
|
|
139
|
+
expectedGain,
|
|
140
|
+
expectedFpsGain: expectedGain > 80 ? '6-10' : expectedGain > 50 ? '4-6' : '2-4',
|
|
141
|
+
reason: 'ANGLE_multi_draw reduces GPU submission overhead',
|
|
142
|
+
};
|
|
143
|
+
}
|
|
144
|
+
|
|
145
|
+
// OES_draw_elements_base_vertex: fallback, less efficient
|
|
146
|
+
if (extensionSupport.baseVertex) {
|
|
147
|
+
const estimatedSubmissions = Math.max(1, Math.ceil(drawCallCount / 32));
|
|
148
|
+
const expectedGain = (1 - (estimatedSubmissions / drawCallCount)) * 100;
|
|
149
|
+
return {
|
|
150
|
+
method: 'OES_draw_elements_base_vertex',
|
|
151
|
+
maxCallsPerBatch: 32, // smaller batch size due to less efficiency
|
|
152
|
+
estimatedSubmissions,
|
|
153
|
+
expectedGain,
|
|
154
|
+
expectedFpsGain: '2-4',
|
|
155
|
+
reason: 'Base-vertex indexing reduces state changes',
|
|
156
|
+
};
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
return {
|
|
160
|
+
method: 'standard',
|
|
161
|
+
maxCallsPerBatch: 1,
|
|
162
|
+
estimatedSubmissions: drawCallCount,
|
|
163
|
+
expectedGain: 0,
|
|
164
|
+
reason: 'No supported multi-draw extensions',
|
|
165
|
+
};
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
/**
|
|
169
|
+
* Generate draw call parameters for multi-draw submission
|
|
170
|
+
* Merges individual draw calls into optimized draw lists
|
|
171
|
+
*
|
|
172
|
+
* @param {Array<Object>} drawCalls - Individual draw call data
|
|
173
|
+
* @param {number} maxCallsPerBatch - Maximum calls per batch
|
|
174
|
+
* @returns {Array<Object>} Batched draw call groups
|
|
175
|
+
*/
|
|
176
|
+
export function generateMultiDrawParams(drawCalls, maxCallsPerBatch = 128) {
|
|
177
|
+
const batches = [];
|
|
178
|
+
|
|
179
|
+
for (let i = 0; i < drawCalls.length; i += maxCallsPerBatch) {
|
|
180
|
+
const batchCalls = drawCalls.slice(i, Math.min(i + maxCallsPerBatch, drawCalls.length));
|
|
181
|
+
|
|
182
|
+
batches.push({
|
|
183
|
+
count: batchCalls.length,
|
|
184
|
+
calls: batchCalls,
|
|
185
|
+
totalElements: batchCalls.reduce((sum, c) => sum + (c.count || 0), 0),
|
|
186
|
+
firstSubmissionIndex: i,
|
|
187
|
+
});
|
|
188
|
+
}
|
|
189
|
+
|
|
190
|
+
return batches;
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
export default {
|
|
194
|
+
validateExtensionSupport,
|
|
195
|
+
groupDrawCallsByState,
|
|
196
|
+
createIndirectBuffer,
|
|
197
|
+
calculateBatchingStrategy,
|
|
198
|
+
generateMultiDrawParams,
|
|
199
|
+
};
|