惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

G
Google Developers Blog
S
Schneier on Security
The Hacker News
The Hacker News
P
Proofpoint News Feed
Spread Privacy
Spread Privacy
L
LINUX DO - 热门话题
L
Lohrmann on Cybersecurity
I
Intezer
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org
www.infosecurity-magazine.com
www.infosecurity-magazine.com
Schneier on Security
Schneier on Security
Security Latest
Security Latest
AWS News Blog
AWS News Blog
B
Blog RSS Feed
Microsoft Security Blog
Microsoft Security Blog
有赞技术团队
有赞技术团队
博客园 - 叶小钗
The Last Watchdog
The Last Watchdog
O
OpenAI News
月光博客
月光博客
Hacker News: Ask HN
Hacker News: Ask HN
阮一峰的网络日志
阮一峰的网络日志
S
Security @ Cisco Blogs
Google Online Security Blog
Google Online Security Blog
云风的 BLOG
云风的 BLOG
奇客Solidot–传递最新科技情报
奇客Solidot–传递最新科技情报
Latest news
Latest news
P
Palo Alto Networks Blog
Last Week in AI
Last Week in AI
M
MIT News - Artificial intelligence
Google DeepMind News
Google DeepMind News
P
Proofpoint News Feed
C
CERT Recently Published Vulnerability Notes
Apple Machine Learning Research
Apple Machine Learning Research
U
Unit 42
PCI Perspectives
PCI Perspectives
博客园 - 聂微东
SecWiki News
SecWiki News
宝玉的分享
宝玉的分享
Forbes - Security
Forbes - Security
H
Heimdal Security Blog
cs.CL updates on arXiv.org
cs.CL updates on arXiv.org
Hugging Face - Blog
Hugging Face - Blog
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
T
Troy Hunt's Blog
博客园 - 三生石上(FineUI控件)
Application and Cybersecurity Blog
Application and Cybersecurity Blog
罗磊的独立博客
WordPress大学
WordPress大学
D
Darknet – Hacking Tools, Hacker News & Cyber Security

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL How to support both WebGL and WebGL2
How to figure out how much GPU work to do without crashing WebGL
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

My web application does a very long computation and then presents the results. I'm using WebGL2 for the computation - drawing into an offscreen 2D texture. I can't simply do it in a single WegGL call - the computation would take too long and result in the "lost context" error. So I split the computation in rectangular parts that can each be drawn in short time.

The problem is scheduling these WebGL calls. If I do them too often, the browser might become unresponsive or take away my WebGL context. If I don't do them often enough, the computation will take longer than necessary. I understand that losing context once in a while is normal, I'm afraid of losing it systematically because I'm using the GPU too much.

The best I could think of is to have some work-to-sleep ratio and sleep for a fraction of the time I used for the computation. I think I can use WebGL2 Sync Objects to wait for the issued calls to complete and to roughly estimate how much time they took. Like this:

var workSleepRatio = 0.5; // some value
var waitPeriod = 5;
var sync;
var startTime;

function makeSomeWebglCalls() {
 startTime = performance.now();
 sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
 for (<estimate how many rectangles we can do so as not to waste too much time on waiting>) {
  gl.drawArrays(); // draw next small rectangle
 }
 setTimeout(timerCb, waitPeriod);
}

function timerCb() {
 var status = gl.getSyncParameter(sync, gl.SYNC_STATUS);
 if (status != gl.SIGNALED) {
  setTimeout(timerCb, waitPeriod);
 } else {
  gl.deleteSync(sync);

  var workTime = performance.now() - startTime;
  setTimeout(makeSomeWebglCalls, Math.min(1000, workTime * workSleepRatio));
 }
}

makeSomeWebglCalls();

This approach is not very good and it has these problems:

  • Don't know what to set workSleepRatio to.
  • Wasted time between gpu work completion and my timer callback. Can't rely on gl.clientWaitSync because its timeout parameter is limited by zero in many browsers, even in a Web Worker thread.
  • However big I set the workSleepRatio, I still cannot be sure that the browser won't think that I'm doing too much and take away the WebGL context. Maybe the requestAnimationFrame can somehow be used to slow down when it's being throttled, but then the user cannot switch tabs while waiting for the computation to complete.
  • setTimeout might become throttled by the browser and sleep a lot longer then requested.

So, in short, I have these questions:

  • how can one utilize WebGL without overloading it but also without wasting time? Is this even possible?
  • If it's not possible, then are there better ways to deal with the problem?

Answer:

You might be able to use the EXT_disjoint_timer_query_webgl2?

On my 2014 Macbook Pro Dual GPU (Intel/Nvidia), first off, even though I request high-performance Chrome gives me low-power meaning it's using the Intel integrated GPU.

The first timing on 1x1 pixels is often ~17ms intermittently and often but not always. I don't know how to fix that. I could keep timing until 1x1 pixels is some more reasonable number like time 5 times until it's < 1 ms and if never then fail?

powerPreference: low-power

size        time in milliseconds
--------------------------------
1x1           16.1
2x1            0.0
2x2            0.0
4x2            0.0
4x4            0.0
8x4            0.1
8x8            0.1
16x8           0.0
16x16          0.0
32x16          0.0
32x32          0.0
64x32         13.6
64x64         35.7
128x64        62.6
--------------------------------
use 64x64

Testing on a late 2018 Macbook Air with Intel Integrated GPU shows a similar issue except the first timing comes out even worse at 42ms.

size        time in milliseconds
--------------------------------
1x1           42.4
2x1            0.0
2x2            0.0
4x2            0.0
4x4            0.0
8x4            0.0
8x8            0.0
16x8           0.0
16x16          0.0
32x16          0.0
32x32          0.0
64x32          0.0
64x64         51.5
--------------------------------
use 64x32

Further, the timings are kind of bogus. Note on my 2014 MBP, 32x32 is 0ms and 64x32 is suddenly 13ms. I'd expect 32x32 to be 6.5ms. Same on the MBA above, everything is 0 and then suddenly 51ms !??!??

Running it on a Windows 10 desktop with Nvidia RTX 2070 everything seems more reasonable. The 1x1 timing is correct and the timings grow as expected.

powerPreference: low-power

size        time in milliseconds
--------------------------------
1x1            0.0
2x1            0.0
2x2            0.0
4x2            0.0
4x4            0.0
8x4            0.0
8x8            0.0
16x8           0.0
16x16          0.0
32x16          0.1
32x32          0.1
64x32          2.4
64x64          2.9
128x64         3.1
128x128        6.0
256x128       15.4
256x256       27.8
512x256       58.6
--------------------------------
use 256x256

Also, on all systems if I don't pre-draw each size before the timing it fails and all timings come out > 16ms. Adding the pre-draw seems to work but it's voodoo. I even tried pre-drawing just 1x1 pixel instead of width by height pixels as the pre-draw and that failed!?!?!?

Further, Firefox doesn't support EXT_disjoint_timer_query_webgl2 I believe that's because precision timing makes it possible to steal info from other processes. Chrome fixed this with site isolation but I'm guessing Firefox has yet to do that.

note: WebGL1 has EXT_disjoint_timer_query for similar functionality.

update: the issues on intel GPUs might be related to fuzzing the timing to avoid security issues? Intel GPUs use unified memory (meaning they share memory with the CPU). I don't know. The chrome security article mentions lowering precision on devices with unified memory.

I suppose even without the timing extensions you could try seeing if you can render in under 60hz by checking requestAnimationFrame timing. Unfortunately my experience there is also that it can be flaky. Anything could cause rAF to take more than 60fps. Maybe the user is running other apps. Maybe they are on a 30hz monitor. etc... Maybe averaging the timings over a certain number of frames or taking the lowest reading of multiple timings.

The question and quoted portions thereof are CC BY-SA 4.0 by egor from here