Files
2024-02-15 17:01:50 +00:00

292 lines
8.2 KiB
TypeScript

import * as Sentry from '@sentry/react';
import {mat3} from 'gl-matrix';
import type {FlamegraphTheme} from 'sentry/utils/profiling/flamegraph/flamegraphTheme';
import {
createAndBindBuffer,
createProgram,
createShader,
getAttribute,
getUniform,
makeProjectionMatrix,
pointToAndEnableVertexAttribute,
resizeCanvasToDisplaySize,
safeGetContext,
} from 'sentry/utils/profiling/gl/utils';
import {UIFramesRenderer} from 'sentry/utils/profiling/renderers/UIFramesRenderer';
import {Rect} from 'sentry/utils/profiling/speedscope';
import type {UIFrames} from 'sentry/utils/profiling/uiFrames';
import {uiFramesFragment, uiFramesVertext} from './shaders';
// These are both mutable and are used to avoid unnecessary allocations during rendering.
const PHYSICAL_SPACE_PX = new Rect(0, 0, 1, 1);
const CONFIG_TO_PHYSICAL_SPACE = mat3.create();
const VERTICES_PER_FRAME = 6;
class UIFramesRendererWebGL extends UIFramesRenderer {
ctx: WebGLRenderingContext | null = null;
program: WebGLProgram | null = null;
// Vertex and color buffer
positions: Float32Array = new Float32Array();
frame_types: Float32Array = new Float32Array();
bounds: Float32Array = new Float32Array();
colorMap: Map<string | number, number[]> = new Map();
attributes: {
a_bounds: number | null;
a_frame_type: number | null;
a_position: number | null;
} = {
a_bounds: null,
a_frame_type: null,
a_position: null,
};
uniforms: {
u_border_width: WebGLUniformLocation | null;
u_model: WebGLUniformLocation | null;
u_projection: WebGLUniformLocation | null;
} = {
u_border_width: null,
u_model: null,
u_projection: null,
};
constructor(
canvas: HTMLCanvasElement,
uiFrames: UIFrames,
theme: FlamegraphTheme,
options: {draw_border: boolean} = {draw_border: false}
) {
super(canvas, uiFrames, theme, options);
const initialized = this.initCanvasContext();
if (!initialized) {
Sentry.captureMessage('WebGL not supported');
return;
}
this.initVertices();
this.initShaders();
}
initVertices(): void {
const POSITIONS = 2;
const BOUNDS = 4;
const FRAME_COUNT = this.uiFrames.frames.length;
this.positions = new Float32Array(VERTICES_PER_FRAME * POSITIONS * FRAME_COUNT);
this.frame_types = new Float32Array(FRAME_COUNT * VERTICES_PER_FRAME);
this.bounds = new Float32Array(VERTICES_PER_FRAME * BOUNDS * FRAME_COUNT);
for (let index = 0; index < FRAME_COUNT; index++) {
const frame = this.uiFrames.frames[index];
const x1 = frame.start;
const x2 = frame.end;
// UIFrames have no notion of depth
const y1 = 0;
const y2 = 1;
// top left -> top right -> bottom left ->
// bottom left -> top right -> bottom right
const positionOffset = index * 12;
this.positions[positionOffset] = x1;
this.positions[positionOffset + 1] = y1;
this.positions[positionOffset + 2] = x2;
this.positions[positionOffset + 3] = y1;
this.positions[positionOffset + 4] = x1;
this.positions[positionOffset + 5] = y2;
this.positions[positionOffset + 6] = x1;
this.positions[positionOffset + 7] = y2;
this.positions[positionOffset + 8] = x2;
this.positions[positionOffset + 9] = y1;
this.positions[positionOffset + 10] = x2;
this.positions[positionOffset + 11] = y2;
const type = frame.type === 'frozen' ? 1 : 0;
const typeOffset = index * VERTICES_PER_FRAME;
this.frame_types[typeOffset] = type;
this.frame_types[typeOffset + 1] = type;
this.frame_types[typeOffset + 2] = type;
this.frame_types[typeOffset + 3] = type;
this.frame_types[typeOffset + 4] = type;
this.frame_types[typeOffset + 5] = type;
// @TODO check if we can pack bounds across vertex calls,
// we are allocating 6x the amount of memory here
const boundsOffset = index * VERTICES_PER_FRAME * BOUNDS;
for (let i = 0; i < VERTICES_PER_FRAME; i++) {
const offset = boundsOffset + i * BOUNDS;
this.bounds[offset] = x1;
this.bounds[offset + 1] = y1;
this.bounds[offset + 2] = x2;
this.bounds[offset + 3] = y2;
}
}
}
initCanvasContext(): boolean {
if (!this.canvas) {
throw new Error('Cannot initialize context from null canvas');
}
this.ctx = safeGetContext(this.canvas, 'webgl');
if (!this.ctx) {
return false;
}
this.ctx.enable(this.ctx.BLEND);
this.ctx.blendFuncSeparate(
this.ctx.SRC_ALPHA,
this.ctx.ONE_MINUS_SRC_ALPHA,
this.ctx.ONE,
this.ctx.ONE_MINUS_SRC_ALPHA
);
resizeCanvasToDisplaySize(this.canvas);
return true;
}
initShaders(): void {
if (!this.ctx) {
throw new Error('Uninitialized WebGL context');
}
this.uniforms = {
u_border_width: null,
u_model: null,
u_projection: null,
};
this.attributes = {
a_position: null,
a_bounds: null,
a_frame_type: null,
};
const vertexShader = createShader(
this.ctx,
this.ctx.VERTEX_SHADER,
uiFramesVertext()
);
const fragmentShader = createShader(
this.ctx,
this.ctx.FRAGMENT_SHADER,
uiFramesFragment(this.theme)
);
// create program
this.program = createProgram(this.ctx, vertexShader, fragmentShader);
// initialize uniforms
for (const uniform in this.uniforms) {
this.uniforms[uniform] = getUniform(this.ctx, this.program, uniform);
}
// initialize and upload frame type information
this.attributes.a_frame_type = getAttribute(this.ctx, this.program, 'a_frame_type');
createAndBindBuffer(this.ctx, this.frame_types, this.ctx.STATIC_DRAW);
pointToAndEnableVertexAttribute(this.ctx, this.attributes.a_frame_type, {
size: 1,
type: this.ctx.FLOAT,
normalized: false,
stride: 0,
offset: 0,
});
// initialize and upload positions buffer data
this.attributes.a_position = getAttribute(this.ctx, this.program, 'a_position');
createAndBindBuffer(this.ctx, this.positions, this.ctx.STATIC_DRAW);
pointToAndEnableVertexAttribute(this.ctx, this.attributes.a_position, {
size: 2,
type: this.ctx.FLOAT,
normalized: false,
stride: 0,
offset: 0,
});
// initialize and upload bounds buffer data
this.attributes.a_bounds = getAttribute(this.ctx, this.program, 'a_bounds');
createAndBindBuffer(this.ctx, this.bounds, this.ctx.STATIC_DRAW);
pointToAndEnableVertexAttribute(this.ctx, this.attributes.a_bounds, {
size: 4,
type: this.ctx.FLOAT,
normalized: false,
stride: 0,
offset: 0,
});
// Use shader program
this.ctx.useProgram(this.program);
}
getColorForFrame(type: 'frozen' | 'slow'): [number, number, number, number] {
if (type === 'frozen') {
return this.theme.COLORS.UI_FRAME_COLOR_FROZEN;
}
if (type === 'slow') {
return this.theme.COLORS.UI_FRAME_COLOR_SLOW;
}
throw new Error(`Invalid frame type - ${type}`);
}
draw(configViewToPhysicalSpace: mat3): void {
if (!this.ctx) {
throw new Error('Uninitialized WebGL context');
}
this.ctx.clearColor(0, 0, 0, 0);
this.ctx.clear(this.ctx.COLOR_BUFFER_BIT);
// We have no frames to draw
if (!this.positions.length || !this.program) {
return;
}
this.ctx.useProgram(this.program);
const projectionMatrix = makeProjectionMatrix(
this.ctx.canvas.width,
this.ctx.canvas.height
);
// Projection matrix
this.ctx.uniformMatrix3fv(this.uniforms.u_projection, false, projectionMatrix);
// Model to projection
this.ctx.uniformMatrix3fv(this.uniforms.u_model, false, configViewToPhysicalSpace);
// Tell webgl to convert clip space to px
this.ctx.viewport(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
const physicalToConfig = mat3.invert(
CONFIG_TO_PHYSICAL_SPACE,
configViewToPhysicalSpace
);
const configSpacePixel = PHYSICAL_SPACE_PX.transformRect(physicalToConfig);
this.ctx.uniform2f(
this.uniforms.u_border_width,
configSpacePixel.width,
configSpacePixel.height
);
this.ctx.drawArrays(
this.ctx.TRIANGLES,
0,
this.uiFrames.frames.length * VERTICES_PER_FRAME
);
}
}
export {UIFramesRendererWebGL};