I\'m looking to parallelize some complex math, and webgl looks like the perfect way to do it. The problem is, you can only read 8 bit integers from textures. I would ideally
Everyone is absolutely correct in how to handle something like this in WebGl, but I wanted to share a trick for getting the values in and out.
Assuming you want to do some comparison on two values that fit in 16 bits:
// Generate a list of random 16bit integers
let data16bit = new Uint16Array(1000000);
for(let i=0; i < data16bit.length; i+=2){
data16bit[i] = Math.random()*(2**16);
data16bit[i+1] = Math.random()*(2**16);
}
// Read them one byte at a time, for writing to
// WebGL
let texture = new Uint8Array(data16bit.buffer);
Now when you get your values in your fragment shader, you can pick up the numbers for manipulation:
vec4 here = texture2D(u_image, v_texCoord);
// Read the "red" byte and the "green" byte together (as a single thing)
// as well as the "blue" byte and the "alpha" byte together as a single
// thing
vec2 a = here.rg;
vec2 b = here.ba;
// now compare the things
if(a == b){
here.a = 1;
}
else{
here.a = 0;
}
// return the boolean value
gl_FragColor = here;
The point is just a reminder that you can treat the same block of JavaScript memory as different sizes: Uint16Array
, and Uint8Array
(rather than trying to do bit shifting and breaking it up).
In response to requests for more detail, that code is very close to a cut/paste directly from this code and explanation.
The exact use of this can be found on the corresponding samples on GitLab (two parts of the same file)