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WebGPU 'Compute'..

Compute, Algorithms, and Code.....

 


Glitch Noise Effect


Digital distortion seen in images, videos or webcam. Different types of glitch, a simple example shown here introduces 'noise' into the uv offsets - so the image is 'distored'.



Glitch noise type effect to an image.
Glitch noise type effect to an image.


Functions Used: requestAdapter(), getPreferredCanvasFormat(), createCommandEncoder(), beginRenderPass(), setPipeline(), draw(), end(), submit(), getCurrentTexture(), createView(), createShaderModule()







Complete Code


<?php
let div = document.createElement('div');
document.body.appendChild( div );
div.style['font-size'] = '20pt';
function log( s )
{
  console.log( s );
  let args = [...arguments].join(' ');
  div.innerHTML += args + '<br><br>';
}

log('WebGPU Compute Example');

async function loadTexture(fileName = "https://webgpulab.xbdev.net/var/images/test512.png", 
                           width=512, height=512) {
  console.log('loading image:', fileName);
  // Load image 
  const img = document.createElement("img");
  img.src = fileName;

  await img.decode();

  const originalWidth = img.width;
  const originalHeight = img.height;

  const imageCanvas = document.createElement('canvas');
  imageCanvas.width = width;
  imageCanvas.height = height;
  const imageCanvasContext = imageCanvas.getContext('2d');

  // Draw the image onto the canvas, resizing it to the specified width and height
  imageCanvasContext.drawImage(img, 0, 0, width, height);

  const imageData = imageCanvasContext.getImageData(0, 0, width, height);
  const textureData = imageData.data;
  console.log('textureData.byteLength:', textureData.byteLength);

  const basicTexture = device.createTexture({
    size: [width, height, 1],
    format: "rgba8unorm",
    usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING
  });

  await device.queue.writeTexture(
    { texture: basicTexture },
    textureData,
    { bytesPerRow: width * 4 },
    [width, height, 1]
  );

  return { w: width, h: height, t: basicTexture };
}



if (!navigator.gpu) { log("WebGPU is not supported (or is it disabled? flags/settings)"); return; }

const adapter = await navigator.gpu.requestAdapter();
const device  = await adapter.requestDevice();

const imgWidth = 512;
const imgHeight = imgWidth;

// ----------------------------------------------------------

const texture0         = await loadTexture( 'https://webgpulab.xbdev.net/var/images/test512.png', imgWidth );
//const texture1         = await loadTexture( 'https://webgpulab.xbdev.net/var/images/avatar.png', imgWidth);

// ----------------------------------------------------------

// Basic canvas which will be used to display the output from the compute shader

let canvasa = document.createElement('canvas');
document.body.appendChild( canvasa ); canvasa.height = canvasa.width = imgWidth;
const context = canvasa.getContext('webgpu');
const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); 
console.log('presentationFormat:', presentationFormat );

context.configure({ device: device, 
                    usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST,
                    format: "rgba8unorm" /*presentationFormat*/  });

let canvasTexture = context.getCurrentTexture();

// ----------------------------------------------------------

// Output texture - output from the compute shader written to this texture
// Copy this texutre to the 'canvas' - needs to be the same size as the output
// canvas size
const texture1 = device.createTexture({
  size: [imgWidth, imgHeight, 1],
  format: "rgba8unorm",
  usage: GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING
});

// ----------------------------------------------------------


const timerUniformBuffer = device.createBuffer({
  size: 4, 
  usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
});

const timestep  = new Float32Array( [0.0] );

device.queue.writeBuffer(timerUniformBuffer,   0, timestep             );


// ----------------------------------------------------------

const GCOMPUTE = GPUShaderStage.COMPUTE;

// Bind group layout and bind group
const bindGroupLayout = device.createBindGroupLayout({
  entries: [ {binding: 0, visibility: GCOMPUTE, texture: { sampleType: "float" }   }, 
             {binding: 1, visibility: GCOMPUTE, buffer:  { type: "uniform"     }   },
             {binding: 2, visibility: GCOMPUTE, storageTexture: {format:"rgba8unorm", access:"write-only", viewDimension:"2d"}   }
           ]
});

const bindGroup = device.createBindGroup({
    layout: bindGroupLayout,
    entries: [  {   binding: 0,  resource: texture0.t.createView()         },
                  {   binding: 1,  resource: { buffer: timerUniformBuffer  } },
                {   binding: 2,  resource: texture1.createView()           }
    ]
});


// Compute shader code
const computeShader = ` 
@group(0) @binding(0) var myTexture0:  texture_2d<f32>; // input texture image
@group(0) @binding(1) var<uniform>     mytimer   : f32; // timer increments each frame
@group(0) @binding(2) var myTexture1:  texture_storage_2d<rgba8unorm, write>; // output image

// Function to generate random float based on globalId
fn randnum(globalId: vec2<u32>, seed: f32) -> f32 {
    return fract(sin(dot(vec2<f32>(f32(globalId.x*0), f32(globalId.y)), vec2<f32>(12.9898, 78.233) )) * 43758.5453);
}

@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) globalId      : vec3<u32>,
        @builtin(local_invocation_id)  localId       : vec3<u32>,
        @builtin(workgroup_id)         workgroupId   : vec3<u32>,
        @builtin(num_workgroups)       workgroupSize : vec3<u32>
        ) 
{
    var imgWidth  = f32( ${imgWidth}  ); 
    var imgHeight = f32( ${imgHeight} ); 

    var coords = vec2<f32>(f32(globalId.x), f32(globalId.y));
    var uv = coords / vec2<f32>(imgWidth, imgHeight); // normalize coordinates to 0.0 - 1.0 range

    // Glitch Noise
    var glitchIntensity = 0.1; // Adjust this value to control the intensity of the glitch noise
    var glitchThreshold = 0.80; // Adjust this value to control the threshold for applying glitch noise

    var seed = f32(globalId.x) + f32(globalId.y)*123*345859; // Use globalId as seed
    var glitchColor = vec4<f32>(
        randnum(globalId.xy, seed) * glitchIntensity,
        randnum(globalId.yx, seed) * glitchIntensity,
        randnum(globalId.xy + vec2<u32>(10u, 20u), seed) * glitchIntensity, // Additional offsets for variety
        0.0
    );
    
    
    var glitchedColor = mix(textureLoad(myTexture0, vec2<i32>(uv * vec2<f32>(imgWidth, imgHeight)), 0),
    
                            textureLoad(myTexture0, vec2<i32>((uv + glitchColor.xy) * vec2<f32>(imgWidth, imgHeight)), 0).xyzw,
                            step(glitchThreshold, randnum(globalId.xy,0.0)  ) );
                            
    
    // Store the result in the output texture
    textureStore(myTexture1, vec2<i32>(globalId.xy), glitchedColor);
}
`;
  

// Pipeline setup
const computePipeline = device.createComputePipeline({
    layout :   device.createPipelineLayout({bindGroupLayouts: [bindGroupLayout]}),
    compute: { module    : device.createShaderModule({code:computeShader}),
               entryPoint: "main" }
});


timestep[0] = timestep[0] + 0.1;
device.queue.writeBuffer(timerUniformBuffer,   0, timestep             );



// Commands submission
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(computePipeline);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.dispatchWorkgroups( imgWidth/8, imgWidth/8 );
await passEncoder.end();


canvasTexture = context.getCurrentTexture();

await
commandEncoder.copyTextureToTexture( { texture: texture1 },
                                    { texture: canvasTexture },
                                    { width:imgWidth, height:imgHeight, depthOrArrayLayers:1} );

// Submit GPU commands.
const gpuCommands = commandEncoder.finish();
await device.queue.submit([gpuCommands]);






Things to Try


• Customize the glitch parameters (thickness and amount of glitch noise)
• Mixing in other trignometric functions to control the type glitch (blocky or hi-resolution/spikey noise)




Resources and Links


• WebGPU Lab Demo [LINK]


WebGPU by Example: Fractals, Image Effects, Ray-Tracing, Procedural Geometry, 2D/3D, Particles, Simulations WebGPU Compute graphics and animations using the webgpu api 12 week course kenwright learn webgpu api kenwright programming compute and graphics applications with html5 and webgpu api kenwright real-time 3d graphics with webgpu kenwright webgpu api develompent a quick start guide kenwright webgpu by example 2022 kenwright webgpu gems kenwright webgpu interactive compute and graphics visualization cookbook kenwright wgsl webgpu shading language cookbook kenwright wgsl webgpugems shading language cookbook kenwright



 
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