I'm trying to get some data from TRANSFORM_FEEDBACK_BUFFER
with the code below:
const transform_feedback = gl.createTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, transform_feedback);
gl.transformFeedbackVaryings(program, ['position'], gl.INTERLEAVED_ATTRIBS);
gl.linkProgram(program);
const feedback_buffer = gl.createBuffer();
const data_length = 2;
const output_data = new Float32Array(data_length);
gl.bindBuffer(gl.TRANSFORM_FEEDBACK_BUFFER, feedback_buffer);
gl.bufferData(gl.TRANSFORM_FEEDBACK_BUFFER, output_data, gl.STATIC_READ);
gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, feedback_buffer);
gl.beginTransformFeedback(gl.POINTS);
gl.drawArrays(gl.POINTS, 0, data_length);
gl.endTransformFeedback();
gl.getBufferSubData(gl.TRANSFORM_FEEDBACK_BUFFER, 0, output_data);
But if I do in this way, I get the following warning msg on getBufferSubData
:
performance warning: READ-usage buffer was read back without waiting on a fence. This caused a graphics pipeline stall.
Then, I tried to add the below code just after gl.endTransformFeedback();
:
const fence = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
gl.flush();
wait_for_results = async () => {
const status = gl.clientWaitSync(fence, 0, 0);
if (status === gl.CONDITION_SATISFIED || status === gl.ALREADY_SIGNALED) {
gl.deleteSync(fence);
gl.getBufferSubData(gl.TRANSFORM_FEEDBACK_BUFFER, 0, output_data);
return true;
} else {
return false;
}
};
let result_is_ok = false;
while (!result_is_ok) {
result_is_ok = await wait_for_results();
}
The problem I'm having here is that status
is always returning gl.TIMEOUT_EXPIRED
. Then I tried to set gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL
as the timeout
value in gl.clientWaitSync
, then I got:
WebGL: INVALID_OPERATION: clientWaitSync: timeout > MAX_CLIENT_WAIT_TIMEOUT_WEBGL
This also happens if I set gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL - 1
. Next, I tried setting gl.TIMEOUT_IGNORED
as timeout
value, with this set, status
is getting gl.WAIT_FAILED
.
What am I missing here in order to rid of that performance warning?
Thanks @gman for the help in github.
What I did to get rid of that performance warning with the guidelines in the link above:
...
gl.beginTransformFeedback(gl.POINTS);
gl.drawArrays(gl.POINTS, 0, data_length);
gl.endTransformFeedback();
gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);
const fence = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
gl.flush();
let aux_resolve;
const aux_promise = new Promise(resolve => aux_resolve = resolve);
checkSync = () => {
const status = gl.clientWaitSync(fence, 0, 0);
switch (status) {
case gl.TIMEOUT_EXPIRED:
return setTimeout(checkSync);
case gl.WAIT_FAILED:
throw new Error('Something went wrong...');
default:
gl.deleteSync(fence);
gl.getBufferSubData(gl.TRANSFORM_FEEDBACK_BUFFER, 0, output_data);
aux_resolve();
}
}
setTimeout(checkSync);
await aux_promise;
console.log(output_data);