首页 > 解决方案 > 在网络工作者中解码图像

问题描述

在我们的 WebGL 应用程序中,我试图在 Web Worker 中加载和解码纹理图像,以避免在主线程中渲染打嗝。在工作线程中使用 createImageBitmap 并将图像位图传输回主线程效果很好,但在 Chrome 中这将使用三个或更多(可能取决于内核数量?)单独的工作线程(ThreadPoolForegroundWorker),它们与主线程和我自己的线程一起使用worker 将产生五个线程。

我猜这会导致我在四核上的剩余渲染干扰,因为我可以在 Chrome 的 DevTools 的性能功能中看到一些莫名其妙的长时间。

那么,我可以以某种方式限制 createImageBitmap 使用的工人数量吗?即使我将图像作为 blob 或数组缓冲区传输到主线程并从那里激活 createImageBitmap,它的工作人员也会与我自己的工作人员和主线程竞争。

我尝试在工作人员中创建常规图像,而不是在那里显式解码它们,但图像没有在工作人员上下文中定义,如果我想将它们创建为元素,文档也没有。并且常规图像也不能转移,因此在主线程上创建它们并将它们转移给工作人员似乎也不可行。

期待任何建议...

标签: javascriptgoogle-chromewebglweb-worker

解决方案


没有理由在工作人员中使用 createImageBitmap(好吧,见底部)。浏览器已经在单独的线程中解码图像。在工人身上做这件事不会给你任何东西。更大的问题是当您最终将图像传递给 WebGL 时,ImageBitmap 无法知道您将如何使用该图像。如果您要求的格式与 ImageBitmap 解码的格式不同,那么 WebGL 必须再次对其进行转换和/或解码,并且您无法为 ImageBitmap 提供足够的信息来告诉它您希望它解码的格式。

最重要的是,Chrome 中的 WebGL 必须将图像的数据从渲染进程传输到 GPU 进程,这对于大图像来说是一个相对较大的副本(RGBA 的 1024x1024 是 4meg)

一个更好的 API IMO 将允许您告诉 ImageBitmap 您想要什么格式以及您想要它在哪里(CPU、GPU)。这样,浏览器可以异步准备图像,并且在完成后不需要繁重的工作。

无论如何,这是一个测试。如果您取消选中“更新纹理”,那么它仍在下载和解码纹理,但它只是不调用gl.texImage2D上传纹理。在那种情况下,我看不到卡顿(不能证明这是问题所在,但这就是我认为的问题)

const m4 = twgl.m4;
const gl = document.querySelector('#webgl').getContext('webgl');
const ctx = document.querySelector('#graph').getContext('2d');

let update = true;
document.querySelector('#update').addEventListener('change', function() {
  update = this.checked;
});

const vs = `
attribute vec4 position;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
  gl_Position = matrix * position;
  v_texcoord = position.xy;
}
`

const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
  gl_FragColor = texture2D(tex, v_texcoord);
}
`;

const program = twgl.createProgram(gl, [vs, fs]);
const posLoc = gl.getAttribLocation(program, 'position');
const matLoc = gl.getUniformLocation(program, 'matrix');

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  0, 0,
  1, 0,
  0, 1,
  0, 1,
  1, 0,
  1, 1,
]), gl.STATIC_DRAW);

gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);

const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(
    gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
    new Uint8Array([0, 0, 255, 255]));
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

const m = m4.identity();
let frameCount = 0;
let previousTime = 0;
let imgNdx = 0;
let imgAspect = 1;

const imageUrls = [
  'https://i.imgur.com/KjUybBD.png',
  'https://i.imgur.com/AyOufBk.jpg',
  'https://i.imgur.com/UKBsvV0.jpg',
  'https://i.imgur.com/TSiyiJv.jpg',
];

async function loadNextImage() {
  const url = `${imageUrls[imgNdx]}?cachebust=${performance.now()}`;
  imgNdx = (imgNdx + 1) % imageUrls.length;
  const res = await fetch(url, {mode: 'cors'});
  const blob = await res.blob();
  const bitmap = await createImageBitmap(blob, {
    premultiplyAlpha: 'none',
    colorSpaceConversion: 'none',
  });
  if (update) {
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, bitmap);
    imgAspect = bitmap.width / bitmap.height;
  }
  setTimeout(loadNextImage, 1000);
}
loadNextImage();

function render(currentTime) {
  const deltaTime = currentTime - previousTime;
  previousTime = currentTime;
  
  {
    const {width, height} = ctx.canvas;
    const x = frameCount % width;
    const y = 1000 / deltaTime / 60 * height / 2;
    ctx.fillStyle = frameCount % (width * 2) < width ? 'red' : 'blue';
    ctx.clearRect(x, 0, 1, height);
    ctx.fillRect(x, y, 1, height);
    ctx.clearRect(0, 0, 30, 15);
    ctx.fillText((1000 / deltaTime).toFixed(1), 2, 10);
  }

  gl.useProgram(program);
  const dispAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  m4.scaling([1 / dispAspect, 1, 1], m);
  m4.rotateZ(m, currentTime * 0.001, m);
  m4.scale(m, [imgAspect, 1, 1], m);
  m4.translate(m, [-0.5, -0.5, 0], m);
  gl.uniformMatrix4fv(matLoc, false, m);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
  
  ++frameCount;
  requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; margin: 2px; }
#ui { position: absolute; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<div id="ui"><input type="checkbox" id="update" checked><label for="update">Update Texture</label></div>
<canvas id="webgl"></canvas>
<canvas id="graph"></canvas>

我很确定您可能保证不会出现卡顿的唯一方法是自己在工作人员中解码图像,作为数组缓冲区传输到主线程,然后每帧上传几行gl.bufferSubData.

const m4 = twgl.m4;
const gl = document.querySelector('#webgl').getContext('webgl');
const ctx = document.querySelector('#graph').getContext('2d');

const vs = `
attribute vec4 position;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
  gl_Position = matrix * position;
  v_texcoord = position.xy;
}
`

const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
  gl_FragColor = texture2D(tex, v_texcoord);
}
`;

const program = twgl.createProgram(gl, [vs, fs]);
const posLoc = gl.getAttribLocation(program, 'position');
const matLoc = gl.getUniformLocation(program, 'matrix');

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  0, 0,
  1, 0,
  0, 1,
  0, 1,
  1, 0,
  1, 1,
]), gl.STATIC_DRAW);

gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);

function createTexture(gl) {
  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(
      gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
      new Uint8Array([0, 0, 255, 255]));
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  return tex;
}

let drawingTex = createTexture(gl);
let loadingTex = createTexture(gl);

const m = m4.identity();
let frameCount = 0;
let previousTime = 0;

const workerScript = `
const ctx = new OffscreenCanvas(1, 1).getContext('2d');
let imgNdx = 0;
let imgAspect = 1;

const imageUrls = [
  'https://i.imgur.com/KjUybBD.png',
  'https://i.imgur.com/AyOufBk.jpg',
  'https://i.imgur.com/UKBsvV0.jpg',
  'https://i.imgur.com/TSiyiJv.jpg',
];

async function loadNextImage() {
  const url = \`\${imageUrls[imgNdx]}?cachebust=\${performance.now()}\`;
  imgNdx = (imgNdx + 1) % imageUrls.length;
  const res = await fetch(url, {mode: 'cors'});
  const blob = await res.blob();
  const bitmap = await createImageBitmap(blob, {
    premultiplyAlpha: 'none',
    colorSpaceConversion: 'none',
  });
  ctx.canvas.width = bitmap.width;
  ctx.canvas.height = bitmap.height;
  ctx.drawImage(bitmap, 0, 0);
  const imgData = ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height);
  const data = new Uint8Array(imgData.data);
  postMessage({
    width: imgData.width,
    height: imgData.height,
    data: data.buffer,
  }, [data.buffer]);
}

onmessage = loadNextImage;
`;
const blob = new Blob([workerScript], {type: 'application/javascript'});
const worker = new Worker(URL.createObjectURL(blob));
let imgAspect = 1;
worker.onmessage = async(e) => {
  const {width, height, data} = e.data;
  
  gl.bindTexture(gl.TEXTURE_2D, loadingTex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);  
  
  const maxRows = 20;
  for (let y = 0; y < height; y += maxRows) {
    const rows = Math.min(maxRows, height - y);
    gl.bindTexture(gl.TEXTURE_2D, loadingTex);
    gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, y, width, rows, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(data, y * width * 4, rows * width * 4));  
    await waitRAF();
  }
  const temp = loadingTex;
  loadingTex = drawingTex;
  drawingTex = temp;
  imgAspect = width / height;
  await waitMS(1000);
  worker.postMessage('');
};
worker.postMessage('');

function waitRAF() {
  return new Promise(resolve => requestAnimationFrame(resolve));
}

function waitMS(ms = 0) {
  return new Promise(resolve => setTimeout(resolve, ms));
}

function render(currentTime) {
  const deltaTime = currentTime - previousTime;
  previousTime = currentTime;
  
  {
    const {width, height} = ctx.canvas;
    const x = frameCount % width;
    const y = 1000 / deltaTime / 60 * height / 2;
    ctx.fillStyle = frameCount % (width * 2) < width ? 'red' : 'blue';
    ctx.clearRect(x, 0, 1, height);
    ctx.fillRect(x, y, 1, height);
    ctx.clearRect(0, 0, 30, 15);
    ctx.fillText((1000 / deltaTime).toFixed(1), 2, 10);
  }

  gl.useProgram(program);
  const dispAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  m4.scaling([1 / dispAspect, 1, 1], m);
  m4.rotateZ(m, currentTime * 0.001, m);
  m4.scale(m, [imgAspect, 1, 1], m);
  m4.translate(m, [-0.5, -0.5, 0], m);
  gl.bindTexture(gl.TEXTURE_2D, drawingTex);
  gl.uniformMatrix4fv(matLoc, false, m);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
  
  ++frameCount;
  requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; margin: 2px; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas id="webgl"></canvas>
<canvas id="graph"></canvas>

注意:我不知道这也行。几个可怕的地方和浏览器实现定义

  1. 调整画布大小的性能问题是什么。该代码正在调整工作人员中 OffscreenCanvas 的大小。这可能是 GPU 反推的繁重操作。

  2. 将位图绘制到画布中的性能如何?同样,大的 GPU 性能问题,因为浏览器必须将图像传输到 GPU 才能将其绘制到 GPU 2D 画布中。

  3. getImageData 的性能如何?再一次,浏览器必须潜在地冻结 GPU 以读取 GPU 内存以获取图像数据。

  4. 调整纹理大小可能会影响性能。

  5. 目前只有 Chrome 支持 OffscreenCanvas

1、2、3 和 5 都可以通过自己解码jpgpng图像来解决,尽管它真的很糟糕,浏览器有解码图像的代码,只是你无法以任何有用的方式访问解码代码。

对于 4,如果这是一个问题,可以通过分配最大图像大小的纹理然后将较小的纹理复制到矩形区域来解决。假设这是一个问题

const m4 = twgl.m4;
const gl = document.querySelector('#webgl').getContext('webgl');
const ctx = document.querySelector('#graph').getContext('2d');

const vs = `
attribute vec4 position;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
  gl_Position = matrix * position;
  v_texcoord = position.xy;
}
`

const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
void main() {
  gl_FragColor = texture2D(tex, v_texcoord);
}
`;

const program = twgl.createProgram(gl, [vs, fs]);
const posLoc = gl.getAttribLocation(program, 'position');
const matLoc = gl.getUniformLocation(program, 'matrix');

const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
  0, 0,
  1, 0,
  0, 1,
  0, 1,
  1, 0,
  1, 1,
]), gl.STATIC_DRAW);

gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);

function createTexture(gl) {
  const tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(
      gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
      new Uint8Array([0, 0, 255, 255]));
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  return tex;
}

let drawingTex = createTexture(gl);
let loadingTex = createTexture(gl);

const m = m4.identity();
let frameCount = 0;
let previousTime = 0;

const workerScript = `
importScripts(
    // from https://github.com/eugeneware/jpeg-js
    'https://greggman.github.io/doodles/js/JPG-decoder.js',
    // from https://github.com/photopea/UPNG.js
    'https://greggman.github.io/doodles/js/UPNG.js',
);

let imgNdx = 0;
let imgAspect = 1;

const imageUrls = [
  'https://i.imgur.com/KjUybBD.png',
  'https://i.imgur.com/AyOufBk.jpg',
  'https://i.imgur.com/UKBsvV0.jpg',
  'https://i.imgur.com/TSiyiJv.jpg',
];

function decodePNG(arraybuffer) {
  return UPNG.decode(arraybuffer)
}

function decodeJPG(arrayBuffer) {
  return decode(new Uint8Array(arrayBuffer), true);
}

const decoders = {
  'image/png': decodePNG,
  'image/jpeg': decodeJPG,
  'image/jpg': decodeJPG,
};

async function loadNextImage() {
  const url = \`\${imageUrls[imgNdx]}?cachebust=\${performance.now()}\`;
  imgNdx = (imgNdx + 1) % imageUrls.length;
  const res = await fetch(url, {mode: 'cors'});
  const arrayBuffer = await res.arrayBuffer();
  const type = res.headers.get('Content-Type');
  let decoder = decoders[type];
  if (!decoder) {
    console.error('unknown image type:', type);
  }
  const imgData = decoder(arrayBuffer);
  postMessage({
    width: imgData.width,
    height: imgData.height,
    arrayBuffer: imgData.data.buffer,
  }, [imgData.data.buffer]);
}

onmessage = loadNextImage;
`;
const blob = new Blob([workerScript], {type: 'application/javascript'});
const worker = new Worker(URL.createObjectURL(blob));
let imgAspect = 1;
worker.onmessage = async(e) => {
  const {width, height, arrayBuffer} = e.data;
  
  gl.bindTexture(gl.TEXTURE_2D, loadingTex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);  
  
  const maxRows = 20;
  for (let y = 0; y < height; y += maxRows) {
    const rows = Math.min(maxRows, height - y);
    gl.bindTexture(gl.TEXTURE_2D, loadingTex);
    gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, y, width, rows, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(arrayBuffer, y * width * 4, rows * width * 4));  
    await waitRAF();
  }
  const temp = loadingTex;
  loadingTex = drawingTex;
  drawingTex = temp;
  imgAspect = width / height;
  await waitMS(1000);
  worker.postMessage('');
};
worker.postMessage('');

function waitRAF() {
  return new Promise(resolve => requestAnimationFrame(resolve));
}

function waitMS(ms = 0) {
  return new Promise(resolve => setTimeout(resolve, ms));
}

function render(currentTime) {
  const deltaTime = currentTime - previousTime;
  previousTime = currentTime;
  
  {
    const {width, height} = ctx.canvas;
    const x = frameCount % width;
    const y = 1000 / deltaTime / 60 * height / 2;
    ctx.fillStyle = frameCount % (width * 2) < width ? 'red' : 'blue';
    ctx.clearRect(x, 0, 1, height);
    ctx.fillRect(x, y, 1, height);
    ctx.clearRect(0, 0, 30, 15);
    ctx.fillText((1000 / deltaTime).toFixed(1), 2, 10);
  }

  gl.useProgram(program);
  const dispAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
  m4.scaling([1 / dispAspect, 1, 1], m);
  m4.rotateZ(m, currentTime * 0.001, m);
  m4.scale(m, [imgAspect, 1, 1], m);
  m4.translate(m, [-0.5, -0.5, 0], m);
  gl.bindTexture(gl.TEXTURE_2D, drawingTex);
  gl.uniformMatrix4fv(matLoc, false, m);
  gl.drawArrays(gl.TRIANGLES, 0, 6);
  
  ++frameCount;
  requestAnimationFrame(render);
}
requestAnimationFrame(render);
canvas { border: 1px solid black; margin: 2px; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas id="webgl"></canvas>
<canvas id="graph"></canvas>

注意 jpeg 解码器很慢。如果您找到或制作更快的,请发表评论


更新

我只想说这ImageBitmap 应该足够快,而且我上面关于它没有足够信息的一些评论可能并不完全正确。

我目前的理解是如果ImageBitmap要使上传速度更快的话。它应该通过你给它一个 blob 并异步地将该图像加载到 GPU 中来工作。当您使用它调用texImage2D时,浏览器可以将该图像“blit”(使用 GPU 渲染)到您的纹理中。我不知道为什么在第一个示例中会出现卡顿,但我每隔 6 张左右的图像就会看到卡顿。

另一方面,虽然将图像上传到 GPU 是重点ImageBitmap,但浏览器不需要上传到 GPU。ImageBitmap即使用户没有 GPU,它仍然应该可以工作。关键是由浏览器决定如何实现该功能以及它是快还是慢或无卡顿完全取决于浏览器。


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