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背景
最近业务上需要个滤镜功能,高级点的且可以直接应用的那种,但是 Fabric.js 上只提供了基础滤镜(像黑白、复古等等)和自定义滤镜(调节单个参数,像亮度、对比度、饱和度等等)。原本设想通过组合各个参数设定好来滤镜使用,但是很快就被现实打败——找不到合适的参数数据,自己也不动设计。后经人指导可以基于 LUT 进行实现。
LUT(Lookup Table,查找表)是一种颜色映射技术,通过预定义的颜色转换规则,将输入颜色映射到输出颜色。
这是一张 LUT 图:
基于这张图实现的滤镜的逻辑大概是:
- 颜色映射:通过查找表将输入颜色映射到输出颜色
- 3D到2D转换:将3D颜色空间展开为2D纹理存储
- 三线性插值:在3D颜色空间中进行插值计算
- GPU加速:利用WebGPU的并行计算能力高效处理每个像素
快速入门WebGPU
先看图理解
上边是浏览器的 WebGPU 对象,通过 Adapter(适配器)来匹配底层系统(电脑真实存在的物理设备)的 GPU,后续调用的也是 GPU 的原生 API。
下面介绍 WebGPU 常用 API 和原理。
调用
WebGPU 对象支持在 window 中调用,也可以在 worker 中调用。
Navigator.gpu WorkerNavigator.gpu获取适配器
const adapter = await Navigator.gpu.requestAdapter() const adapter = await Navigator.gpu.requestAdapter({ powerPreference: 'low-power' // 默认值,也可选 high-performance(非必要使用) })获取 GPU Device
const adapter = await Navigator.gpu.requestAdapter() const device = await adapter.requestDevice({ defaultQueue: '', label: '', requiredFeatures: [], requiredLimits: })管线和着色器
管线(pipeline)是一个逻辑结构,可通过编程完成程序工作。
目前管线包括渲染管线和计算管线,渲染管线用于图形渲染,计算管线用于通用计算。
渲染管线包括两个阶段:顶点着色阶段和片元着色阶段。
使用生产机器人的流水线来比喻 WebGPU、pipeline 和 shader 之间的关系。
┌─────────────────────────────────────────────┐ │ WebGPU 工厂 │ │ ┌──────────────────────────────────────┐ │ │ │ Pipeline 生产线 │ │ │ │ ┌──────────────┐ ┌──────────────┐ │ │ │ │ │ 顶点着色器 │ │片段着色器 │ │ │ │ │ │(车体成型机器人) │ │(喷漆机器人) │ │ │ │ │ └──────────────┘ └──────────────┘ │ │ │ │ ↓ ↓ │ │ │ │ 车架成型 上色完成 │ │ │ └──────────────────────────────────────┘ │ └─────────────────────────────────────────────┘ 关键关系: 1. 工厂(WebGPU)提供生产环境 2. 生产线(Pipeline)定义生产流程 3. 机器人(Shader)执行具体任务 4. 三者缺一不可,协同工作着色器使用
WebGPU 着色器语言是用称为 WebGPU 着色器语言(WGSL)的低级的类 Rust 语言编写的。
建立渲染管线
顶点着色阶段(@vertex代码块)接受包含位置和颜色的数据分块,根据给定的位置定位顶点,插入颜色,然后将数据传入到片元着色器阶段。
片元着色阶段(@fragment代码块)接受来自顶点着色器阶段的数据,并根据给定的颜色为顶点着色。
const shaders = ` struct VertexOut { @builtin(position) position : vec4f, @location(0) color : vec4f } @vertex fn vertex_main(@location(0) position: vec4f, @location(1) color: vec4f) -> VertexOut { var output : VertexOut; output.position = position; output.color = color; return output; } @fragment fn fragment_main(fragData: VertexOut) -> @location(0) vec4f { return fragData.color; } `; const shaderModule = device.createShaderModule({ code: shaders, }); const pipelineDescriptor = { vertex: { module: shaderModule, entryPoint: "vertex_main", buffers: vertexBuffers, }, fragment: { module: shaderModule, entryPoint: "fragment_main", targets: [ { format: navigator.gpu.getPreferredCanvasFormat(), }, ], }, primitive: { topology: "triangle-list", }, layout: "auto", }; const renderPipeline = device.createRenderPipeline(pipelineDescriptor);创建缓冲区
const vertices = new Float32Array([ 0.0, 0.6, 0, 1, 1, 0, 0, 1, -0.5, -0.6, 0, 1, 0, 1, 0, 1, 0.5, -0.6, 0, 1, 0, 0, 1, 1, ]); const vertexBuffer = device.createBuffer({ size: vertices.byteLength, // make it big enough to store vertices in usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); device.queue.writeBuffer(vertexBuffer, 0, vertices, 0, vertices.length);配置 canvas 上下文
const canvas = document.querySelector("#gpuCanvas"); const context = canvas.getContext("webgpu"); context.configure({ device: device, format: navigator.gpu.getPreferredCanvasFormat(), // 纹理texture格式 alphaMode: "premultiplied", // 半透明纹理时使用的 alpha 模式 });运行渲染管线
const commandEncoder = device.createCommandEncoder(); const textureView = context.getCurrentTexture().createView(); const renderPassDescriptor = { colorAttachments: [ { clearValue: { r: 0.0, g: 0.5, b: 1.0, a: 1.0 }, loadOp: "clear", storeOp: "store", view: textureView, }, ], }; const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); passEncoder.setPipeline(pipeline); passEncoder.setBindGroup(0, bindGroup); passEncoder.draw(6); passEncoder.end(); device.queue.submit([commandEncoder.finish()]);滤镜实现
基础类
export class WebGPUFilter { private canvas: HTMLCanvasElement; private device: GPUDevice | null = null; private context: GPUCanvasContext | null = null; private pipeline: GPURenderPipeline | null = null; private sampler: GPUSampler | null = null; constructor() { this.canvas = document.createElement('canvas'); } public async init() { if (!navigator.gpu) { console.error('WebGPU not supported'); throw new Error('WebGPU not supported'); } const adapter = await navigator.gpu.requestAdapter(); if (!adapter) { console.error('No WebGPU adapter found'); throw new Error('No WebGPU adapter found'); } this.device = await adapter.requestDevice(); this.context = this.canvas.getContext('webgpu'); if (!this.context) { throw new Error('WebGPU context not found'); } const presentationFormat = navigator.gpu.getPreferredCanvasFormat(); this.context.configure({ device: this.device, format: presentationFormat, alphaMode: 'premultiplied', }); // Create shader module const shaderModule = this.device.createShaderModule({ label: 'Filter Shader', code: ` struct VertexOutput { @builtin(position) Position : vec4f, @location(0) v_texCoord : vec2f, } @vertex fn vs_main(@builtin(vertex_index) vertexIndex : u32) -> VertexOutput { var pos = array<vec2f, 6>( vec2f(-1.0, -1.0), vec2f(1.0, -1.0), vec2f(-1.0, 1.0), vec2f(-1.0, 1.0), vec2f(1.0, -1.0), vec2f(1.0, 1.0) ); // UVs: Top-Left origin for WebGPU textures usually // But we need to match how the image is drawn. // Standard quad: // (-1,-1) -> (0, 1) in GL if 0,0 is bottom left. // In WebGPU, texture coords 0,0 is top-left. // If we map (-1,-1) [bottom-left on screen] to (0, 1) [bottom-left in texture uv], it matches. var tex = array<vec2f, 6>( vec2f(0.0, 1.0), vec2f(1.0, 1.0), vec2f(0.0, 0.0), vec2f(0.0, 0.0), vec2f(1.0, 1.0), vec2f(1.0, 0.0) ); var output : VertexOutput; output.Position = vec4f(pos[vertexIndex], 0.0, 1.0); output.v_texCoord = tex[vertexIndex]; return output; } struct Uniforms { intensity : f32, grid_size : f32, } @group(0) @binding(0) var u_image : texture_2d<f32>; @group(0) @binding(1) var u_image_sampler : sampler; @group(0) @binding(2) var u_lut : texture_2d<f32>; @group(0) @binding(3) var u_lut_sampler : sampler; @group(0) @binding(4) var<uniform> uniforms : Uniforms; @fragment fn fs_main(@location(0) v_texCoord : vec2f) -> @location(0) vec4f { let color = textureSample(u_image, u_image_sampler, v_texCoord); let blueColor = color.b * (uniforms.grid_size * uniforms.grid_size - 1.0); var quad1 : vec2f; quad1.y = floor(floor(blueColor) / uniforms.grid_size); quad1.x = floor(blueColor) - (quad1.y * uniforms.grid_size); var quad2 : vec2f; quad2.y = floor(ceil(blueColor) / uniforms.grid_size); quad2.x = ceil(blueColor) - (quad2.y * uniforms.grid_size); let N = uniforms.grid_size * uniforms.grid_size; let halfPixel = 0.5 / N; let scale = (N - 1.0) / N; let r = color.r * scale + halfPixel; let g = color.g * scale + halfPixel; var texPos1 : vec2f; texPos1.x = (quad1.x + r) / uniforms.grid_size; texPos1.y = (quad1.y + g) / uniforms.grid_size; var texPos2 : vec2f; texPos2.x = (quad2.x + r) / uniforms.grid_size; texPos2.y = (quad2.y + g) / uniforms.grid_size; let newColor1 = textureSample(u_lut, u_lut_sampler, texPos1); let newColor2 = textureSample(u_lut, u_lut_sampler, texPos2); let newColor = mix(newColor1, newColor2, fract(blueColor)); let finalColor = mix(color.rgb, newColor.rgb, uniforms.intensity); return vec4f(finalColor, color.a); } `, }); this.pipeline = this.device.createRenderPipeline({ label: 'Filter Pipeline', layout: 'auto', vertex: { module: shaderModule, entryPoint: 'vs_main', }, fragment: { module: shaderModule, entryPoint: 'fs_main', targets: [{ format: presentationFormat }], }, primitive: { topology: 'triangle-list', }, }); this.sampler = this.device.createSampler({ magFilter: 'linear', minFilter: 'linear', }); } private async createTextureFromImage( image: HTMLImageElement | HTMLCanvasElement, flipY = false ): Promise<GPUTexture> { if (!this.device) throw new Error('Device not initialized'); const texture = this.device.createTexture({ size: [image.width, image.height], format: 'rgba8unorm', usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT, }); const source = await createImageBitmap(image, { imageOrientation: flipY ? 'flipY' : 'none', premultiplyAlpha: 'none', }); this.device.queue.copyExternalImageToTexture({ source: source }, { texture: texture }, [ image.width, image.height, ]); return texture; } public async apply( sourceImage: HTMLImageElement, lutImage: HTMLImageElement, intensity: number ): Promise<HTMLCanvasElement> { if (!this.device || !this.context || !this.pipeline || !this.sampler) { // Attempt to init if not ready? Or just return canvas. // For simplicity, assume init() called. // If not, try init if (!this.device) await this.init(); if (!this.device) return this.canvas; } const device = this.device!; const context = this.context!; const pipeline = this.pipeline!; const sampler = this.sampler!; // Resize canvas if (this.canvas.width !== sourceImage.width || this.canvas.height !== sourceImage.height) { this.canvas.width = sourceImage.width; this.canvas.height = sourceImage.height; // Re-configure context after resize context.configure({ device: device, format: navigator.gpu.getPreferredCanvasFormat(), alphaMode: 'premultiplied', }); } // Determine grid size let gridSize = 8.0; if (lutImage.width <= 256) { gridSize = 4.0; } // Create Textures // WebGL implementation had sourceImage flipped Y (flipY=true) // and LUT not flipped (flipY=false). // In WebGPU, texture origin is top-left. Our UVs map bottom-left screen to (0,1) texture (bottom-left). // So we should NOT flip the source image, otherwise (0,0) becomes bottom-left in memory, // and UV (0,0) [top-left screen] would sample bottom-left of image. const imageTexture = await this.createTextureFromImage(sourceImage, false); const lutTexture = await this.createTextureFromImage(lutImage, false); // Create Uniform Buffer const uniformBufferSize = 8; // 2 floats * 4 bytes const uniformBuffer = device.createBuffer({ size: uniformBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); const uniformData = new Float32Array([intensity, gridSize]); device.queue.writeBuffer(uniformBuffer, 0, uniformData); // Bind Group const bindGroup = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [ { binding: 0, resource: imageTexture.createView() }, { binding: 1, resource: sampler }, { binding: 2, resource: lutTexture.createView() }, { binding: 3, resource: sampler }, { binding: 4, resource: { buffer: uniformBuffer } }, ], }); const commandEncoder = device.createCommandEncoder(); const textureView = context.getCurrentTexture().createView(); const renderPassDescriptor: GPURenderPassDescriptor = { colorAttachments: [ { view: textureView, clearValue: { r: 0.0, g: 0.0, b: 0.0, a: 0.0 }, loadOp: 'clear', storeOp: 'store', }, ], }; const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); passEncoder.setPipeline(pipeline); passEncoder.setBindGroup(0, bindGroup); passEncoder.draw(6); passEncoder.end(); device.queue.submit([commandEncoder.finish()]); // Cleanup resources to avoid memory leaks? // In WebGPU, JS GC handles wrappers, but we might want to destroy textures manually if we create them every frame. // However, `apply` returns a canvas that has the content. // If we destroy `imageTexture` and `lutTexture` immediately, it might be fine because commands are submitted. // But let's let GC handle it for now unless performance is an issue. // Note: The canvas is now drawn. return this.canvas; } }使用
// 初始化类 const filter = new WebGPUFilter(); await filter.init(); webgpuFilterRef.value = filter; // 应用滤镜 webgpuFilterRef.value .apply(img, filterImg, opacity) .then((result) => resolve(result))注意
目前 WebGPU 在浏览器兼容性还存在一些问题,使用时需要特殊考虑场景。
参考文档
MDN WebGPU API