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- import {mat3, vec2} from 'gl-matrix';
- import {FlamegraphTheme} from 'sentry/utils/profiling/flamegraph/flamegraphTheme';
- import {Rect} from 'sentry/utils/profiling/speedscope';
- import {
- createAndBindBuffer,
- createProgram,
- createShader,
- getAttribute,
- getContext,
- getUniform,
- makeProjectionMatrix,
- pointToAndEnableVertexAttribute,
- resizeCanvasToDisplaySize,
- upperBound,
- } from '../gl/utils';
- import {UIFrameNode, UIFrames} from '../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 UIFramesRenderer {
- canvas: HTMLCanvasElement | null;
- uiFrames: UIFrames;
- gl: WebGLRenderingContext | null = null;
- program: WebGLProgram | null = null;
- theme: FlamegraphTheme;
- // 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,
- };
- options: {
- draw_border: boolean;
- };
- constructor(
- canvas: HTMLCanvasElement,
- uiFrames: UIFrames,
- theme: FlamegraphTheme,
- options: {draw_border: boolean} = {draw_border: false}
- ) {
- this.uiFrames = uiFrames;
- this.canvas = canvas;
- this.theme = theme;
- this.options = options;
- this.init();
- }
- init(): void {
- this.initCanvasContext();
- 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(): void {
- if (!this.canvas) {
- throw new Error('Cannot initialize context from null canvas');
- }
- // Setup webgl canvas context
- this.gl = getContext(this.canvas, 'webgl');
- if (!this.gl) {
- throw new Error('Uninitialized WebGL context');
- }
- this.gl.enable(this.gl.BLEND);
- this.gl.blendFuncSeparate(
- this.gl.SRC_ALPHA,
- this.gl.ONE_MINUS_SRC_ALPHA,
- this.gl.ONE,
- this.gl.ONE_MINUS_SRC_ALPHA
- );
- resizeCanvasToDisplaySize(this.canvas);
- }
- initShaders(): void {
- if (!this.gl) {
- 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.gl, this.gl.VERTEX_SHADER, uiFramesVertext());
- const fragmentShader = createShader(
- this.gl,
- this.gl.FRAGMENT_SHADER,
- uiFramesFragment(this.theme)
- );
- // create program
- this.program = createProgram(this.gl, vertexShader, fragmentShader);
- // initialize uniforms
- for (const uniform in this.uniforms) {
- this.uniforms[uniform] = getUniform(this.gl, this.program, uniform);
- }
- // initialize and upload frame type information
- this.attributes.a_frame_type = getAttribute(this.gl, this.program, 'a_frame_type');
- createAndBindBuffer(this.gl, this.frame_types, this.gl.STATIC_DRAW);
- pointToAndEnableVertexAttribute(this.gl, this.attributes.a_frame_type, {
- size: 1,
- type: this.gl.FLOAT,
- normalized: false,
- stride: 0,
- offset: 0,
- });
- // initialize and upload positions buffer data
- this.attributes.a_position = getAttribute(this.gl, this.program, 'a_position');
- createAndBindBuffer(this.gl, this.positions, this.gl.STATIC_DRAW);
- pointToAndEnableVertexAttribute(this.gl, this.attributes.a_position, {
- size: 2,
- type: this.gl.FLOAT,
- normalized: false,
- stride: 0,
- offset: 0,
- });
- // initialize and upload bounds buffer data
- this.attributes.a_bounds = getAttribute(this.gl, this.program, 'a_bounds');
- createAndBindBuffer(this.gl, this.bounds, this.gl.STATIC_DRAW);
- pointToAndEnableVertexAttribute(this.gl, this.attributes.a_bounds, {
- size: 4,
- type: this.gl.FLOAT,
- normalized: false,
- stride: 0,
- offset: 0,
- });
- // Use shader program
- this.gl.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}`);
- }
- findHoveredNode(configSpaceCursor: vec2, configSpace: Rect): UIFrameNode[] | null {
- // ConfigSpace origin is at top of rectangle, so we need to offset bottom by 1
- // to account for size of renderered rectangle.
- if (configSpaceCursor[1] > configSpace.bottom + 1) {
- return null;
- }
- if (configSpaceCursor[0] < configSpace.left) {
- return null;
- }
- if (configSpaceCursor[0] > configSpace.right) {
- return null;
- }
- const overlaps: UIFrameNode[] = [];
- // We can find the upper boundary, but because frames might overlap, we need to also check anything
- // before the upper boundary to see if it overlaps... Performance does not seem to be a big concern
- // here as the max number of slow frames we can have is max profile duration / slow frame = 30000/
- const end = upperBound(configSpaceCursor[0], this.uiFrames.frames);
- for (let i = 0; i < end; i++) {
- const frame = this.uiFrames.frames[i];
- if (configSpaceCursor[0] <= frame.end && configSpaceCursor[0] >= frame.start) {
- overlaps.push(frame);
- }
- }
- if (overlaps.length > 0) {
- return overlaps;
- }
- return null;
- }
- draw(configViewToPhysicalSpace: mat3): void {
- if (!this.gl) {
- throw new Error('Uninitialized WebGL context');
- }
- this.gl.clearColor(0, 0, 0, 0);
- this.gl.clear(this.gl.COLOR_BUFFER_BIT);
- // We have no frames to draw
- if (!this.positions.length || !this.program) {
- return;
- }
- this.gl.useProgram(this.program);
- const projectionMatrix = makeProjectionMatrix(
- this.gl.canvas.width,
- this.gl.canvas.height
- );
- // Projection matrix
- this.gl.uniformMatrix3fv(this.uniforms.u_projection, false, projectionMatrix);
- // Model to projection
- this.gl.uniformMatrix3fv(this.uniforms.u_model, false, configViewToPhysicalSpace);
- // Tell webgl to convert clip space to px
- this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height);
- const physicalToConfig = mat3.invert(
- CONFIG_TO_PHYSICAL_SPACE,
- configViewToPhysicalSpace
- );
- const configSpacePixel = PHYSICAL_SPACE_PX.transformRect(physicalToConfig);
- this.gl.uniform2f(
- this.uniforms.u_border_width,
- configSpacePixel.width,
- configSpacePixel.height
- );
- this.gl.drawArrays(
- this.gl.TRIANGLES,
- 0,
- this.uiFrames.frames.length * VERTICES_PER_FRAME
- );
- }
- }
- export {UIFramesRenderer};
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