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# WebGPU + WebAssembly Demos
This repository contains multiple experimental demos combining **WebGPU rendering** with **WebAssembly computation**, focused on high-performance graphics and data-parallel workloads in the browser.
# WebGPU + WebAssembly Rendering Experiments
The demos are served locally via a small Node.js HTTPS server and require a browser with WebGPU enabled.
This repository contains experimental browser-based demos that combine **WebAssembly for computation or software rendering** with **WebGPU for presentation and post-processing**.
The project explores different CPU ↔ GPU data paths, memory layouts, and rendering architectures.
All demos are served locally over HTTPS and target modern browsers with WebGPU enabled.
---
## Overview
## Demos Overview
Each demo follows the same high-level architecture:
The project currently contains multiple demos that share a small custom WebGPU framework but differ in how rendering data is produced.
* **Computation** is performed in WebAssembly (optionally with pthreads)
* **Rendering** is performed using WebGPU
* **Data exchange** happens via shared linear memory (WASM → JavaScript → GPU buffers)
### 1. WASM Particle Simulation (WASM → GPU Buffers)
One example demo is a **particle simulation** where particle positions and attributes are updated in WebAssembly and rendered each frame using instanced point-sprite quads in WebGPU.
A particle simulation where:
* Particle state is stored and updated in WebAssembly memory
* JavaScript maps WASM memory into typed arrays
* Particle data is uploaded each frame into WebGPU buffers
* Particles are rendered using instanced quads and WGSL shaders
**Pipeline:**
```
WASM (particle simulation)
Shared linear memory
WebGPU storage buffer
Vertex / fragment shaders
```
This demo focuses on compute-heavy workloads where the GPU only handles drawing.
---
## Particle Simulation Demo
### 2. WASM Framebuffer Renderer (WASM → WebGPU Texture)
### Architecture
A software renderer implemented in WebAssembly where:
* Particle state lives entirely in WASM linear memory
* JavaScript maps the WASM memory into a `Float32Array`
* Each frame:
* WASM renders directly into a CPU-side RGBA framebuffer
* The framebuffer is uploaded each frame to a WebGPU texture
* Rendering is displayed using a fullscreen quad
* GPU-based post-processing is applied (FXAA, optional TAA)
1. WASM updates particle positions (`_update_particles`)
2. The particle buffer is uploaded to a WebGPU storage buffer
3. A WebGPU render pass draws particles using a WGSL shader
**Pipeline:**
### Key Technologies
```
WASM (software renderer)
RGBA framebuffer (Uint8Array)
WebGPU texture upload
Fullscreen quad
FXAA / TAA shaders
```
* WebGPU (rendering)
* WebAssembly (simulation)
* SharedArrayBuffer (when pthreads are enabled)
* Custom minimal WebGPU framework
* WGSL shaders
This demo explores hybrid rendering, where rasterization or ray-style rendering happens on the CPU and the GPU is used for presentation and post-processing.
---
@@ -59,6 +83,8 @@ One example demo is a **particle simulation** where particle positions and attri
├── shaders/
│ ├── simplePoint.wgsl
│ ├── triangle-list-texture-solid.wgsl
│ ├── fxaa.wgsl
│ └── taa.wgsl
├── textures/
@@ -78,20 +104,13 @@ One example demo is a **particle simulation** where particle positions and attri
## Requirements
* Chromium-based browser with WebGPU enabled
(Chrome, Chromium, or Edge with `--enable-unsafe-webgpu`)
* Node.js (for the local HTTPS server)
* HTTPS is required for:
* WebGPU
* SharedArrayBuffer
* WebAssembly pthreads
* Node.js for the local server
* HTTPS (required for WebGPU, SharedArrayBuffer, and WASM pthreads)
---
## Installation
Install dependencies:
```
npm install
```
@@ -100,44 +119,32 @@ npm install
## Running the Demos
Start the local HTTPS server:
Start the HTTPS development server:
```
node server.js
```
Open your browser at:
```
https://localhost:PORT
```
(The exact port is printed by `server.js`.)
Navigate to one of the demo directories under `/demos`.
Open the printed HTTPS URL in your browser and navigate to the demo directories under `/demos`.
---
## Notes on WASM + WebGPU Integration
## Technical Focus
* Particle buffers are **not copied per particle**; a single contiguous buffer is shared.
* The WASM module exposes:
This project is primarily concerned with:
* particle count
* particle pointer
* update function
* JavaScript performs a direct `writeBuffer` call each frame using the mapped WASM memory.
* Rendering uses instanced quads (6 vertices per particle).
* WASM ↔ JavaScript memory sharing
* CPU → GPU data transfer costs
* WebGPU buffer vs texture upload strategies
* Hybrid CPU/GPU rendering pipelines
* GPU-based post-processing of CPU-generated images
---
## Status
This repository is experimental and intended for research and prototyping purposes:
* APIs may change
* No stability guarantees
* No abstraction layer beyond what is needed for experimentation
This is an experimental research project.
APIs, shaders, and internal structure are subject to change.
---