{"id":1394,"date":"2024-10-02T18:19:37","date_gmt":"2024-10-02T16:19:37","guid":{"rendered":"https:\/\/stuff.tamius.net\/sacred-texts\/?p=1394"},"modified":"2024-10-02T18:19:38","modified_gmt":"2024-10-02T16:19:38","slug":"hot-dang-i-shouldnt-have-given-on-webgl","status":"publish","type":"post","link":"https:\/\/stuff.tamius.net\/sacred-texts\/2024\/10\/02\/hot-dang-i-shouldnt-have-given-on-webgl\/","title":{"rendered":"Hot dang, I shouldn&#8217;t have given on WebGL"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Since the introduction of automatic aspect ratio detection in Ultrawidify, a performance issue would float by me. &#8220;Hey, when I watch a high resolution video on youtube, I get frame drops.&#8221; These issues tended to be rather common in the early days of autodetection. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">At some point, I remember thinking: &#8220;hey, webgl has been a thing for a while now. Instead of processing video data on the CPU, why don&#8217;t I write a shader that would do everything on the GPU?&#8221;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So I tried, but there was a problem. Never have I done that, not even during the computer graphics class at the university.<sup class=\"modern-footnotes-footnote modern-footnotes-footnote--expands-on-desktop \" data-mfn=\"1\" data-mfn-post-scope=\"00000000000004880000000000000000_1394\"><a href=\"javascript:void(0)\"  title=\"Long story short: through the magic of course work consisting of two assignments that boiled down to &#8220;write a game in js\/webgl&#8221; and &#8220;now, write that same game in a real game engine&#8221; respectively, I managed to completely dodge any actual graphics programming. I worked mainly on procedural generation, UI, and quests.\"  role=\"button\" aria-pressed=\"false\" aria-describedby=\"mfn-content-00000000000004880000000000000000_1394-1\">1<\/a><\/sup><span id=\"mfn-content-00000000000004880000000000000000_1394-1\" role=\"tooltip\" class=\"modern-footnotes-footnote__note\" tabindex=\"0\" data-mfn=\"1\">Long story short: through the magic of course work consisting of two assignments that boiled down to &#8220;write a game in js\/webgl&#8221; and &#8220;now, write that same game in a real game engine&#8221; respectively, I managed to completely dodge any actual graphics programming. I worked mainly on procedural generation, UI, and quests.<\/span>. Naturally, when I tried to get my shaders to work, nothing ever worked at all. So I left that idea &#8220;for later,&#8221; did few optimizations on the current code, and called it a day. During that time, browsers got some neat performance gains as well. As result, autodetection worked well enough for me, and I stopped pursuing the webgl side of things. Instead, I decided to prioritize UI \u2014 specifically, tools that would make easier to get figure out how to make Ultrawidify to work with other websites.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p class=\"wp-block-paragraph\">Except that post-corona, I got a bunch of new hobbies and exciting side projects, so the UI wasn&#8217;t really <em>that <\/em>much of a priority.<\/p>\n<\/blockquote>\n\n\n\n<p class=\"wp-block-paragraph\">While doing the UI, I decided to figure out whether sporadic performance issue reports are caused by the browser, or by processing data in javascript. I put a timer around <code>ctx.drawImage(video)<\/code> &amp; <code>ctx.getImageData()<\/code> \u2014 which is &#8220;browser fault&#8221;, and another two timers around two tests used to process the data browser gives me, and determine the aspect ratio. <\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"433\" src=\"https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-1-1024x433.png\" alt=\"\" class=\"wp-image-1396\" srcset=\"https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-1-1024x433.png 1024w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-1-300x127.png 300w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-1-768x325.png 768w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-1.png 1134w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">With the &#8216;draw&#8217; phase being the biggest contributor to processing time, any lagginess is clearly browser fault, right? <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Well, lately that question started to irk me again, so I decided to give WebGL another try. Excecpt this time, the plan wasn&#8217;t to do aspect ratio processing in the shader. The experiment was limited solely to using WebGL to render high-resolution (3440&#215;1440) video frames to <code>&lt;canvas><\/code> element (640&#215;480; same as Ultrawidify&#8217;s internal canvas).<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1017\" height=\"426\" src=\"https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika.png\" alt=\"\" class=\"wp-image-1395\" srcset=\"https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika.png 1017w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-300x126.png 300w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-768x322.png 768w\" sizes=\"auto, (max-width: 1017px) 100vw, 1017px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">&#8230; well hot dang. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Now, that&#8217;s just the _draw_ phase, without corresponding <code>getImageData()<\/code>. Let&#8217;s try to get data from canvas into javascript so we can process it.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1372\" height=\"575\" src=\"https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-2.png\" alt=\"\" class=\"wp-image-1397\" srcset=\"https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-2.png 1372w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-2-300x126.png 300w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-2-1024x429.png 1024w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-2-768x322.png 768w, https:\/\/stuff.tamius.net\/sacred-texts\/wp-content\/uploads\/2024\/10\/slika-2-1140x478.png 1140w\" sizes=\"auto, (max-width: 1372px) 100vw, 1372px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"> <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Well that <em>is <\/em>a pretty big performance improvement. From 80-90 ms to 4-6 ms to get image data.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Maybe I shouldn&#8217;t have given up on WebGL before I even really started.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Since the introduction of automatic aspect ratio detection in Ultrawidify, a performance issue would float by me. &#8220;Hey, when I watch a high resolution video on youtube, I get frame drops.&#8221; These issues tended to be rather common in the early days of autodetection. At some point, I remember thinking: &#8220;hey, webgl has been a thing for a while now. Instead of processing video<span class=\"more-dots\">&#8230;<\/span> <span class=\"more-tag d-block mt-05\"><a class=\"more-link\" href=\"https:\/\/stuff.tamius.net\/sacred-texts\/2024\/10\/02\/hot-dang-i-shouldnt-have-given-on-webgl\/\">Continue Reading...<span class=\"screen-reader-text\"> \"Hot dang, I shouldn&#8217;t have given on WebGL\"<\/span><\/a><\/span><!-- .more-tag --><\/p>\n","protected":false},"author":1,"featured_media":1398,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"pgc_sgb_lightbox_settings":"","footnotes":""},"categories":[9],"tags":[],"class_list":["post-1394","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ultrawidify"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hot dang, I shouldn&#039;t have given on WebGL - Tamius&#039; sacred texts<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/stuff.tamius.net\/sacred-texts\/2024\/10\/02\/hot-dang-i-shouldnt-have-given-on-webgl\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Hot dang, I shouldn&#039;t have given on WebGL - Tamius&#039; sacred texts\" \/>\n<meta property=\"og:description\" content=\"Since the introduction of automatic aspect ratio detection in Ultrawidify, a performance issue would float by me. &#8220;Hey, when I watch a high resolution video on youtube, I get frame drops.&#8221; These issues tended to be rather common in the early days of autodetection. 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