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gpu_hash

This directory implements hash functions, hash sets, and hash maps that support efficient use from both JavaScript and from WebGL shaders running on the GPU. These are used to perform pseudo-random color mapping of uint64 object IDs, highlighting of a set of object ids, and equivalence maps over object ids.

The design is heavily constrained by the limitations of WebGL 1.0 (OpenGL ES Shading Language 1.0) shaders:

  • Due to the lack of support for integer arithmetic and texture operations, all computations must be performed with 24-bit-precision floating point operations subject to inconsistent rounding and unsafe optimizations. This makes the implementation quite delicate. Correctness on common platforms is verified by the extensive unit tests. WebGL 2.0, with its support for integer operations, will allow for a simpler and likely more performant implementation.
  • Looping (except for a constant number of iterations) is not permitted in WebGL shaders, which rules out many common hash table designs. Cuckoo hashing is used as an elegant solution, particularly since only lookup is supported on the GPU, and most of the complexity is in the insertion and deletion operations.
  • Because 1-D textures are not supported by WebGL, the hash tables are arranged as 2-D arrays consistent with supported 2-D texture dimensions.
  • For efficient implementation using only floating point operations, the hash function family is low quality, but is adequate in practice within Neuroglancer. Additional rehashes that may occur due to the poor hash function quality are not paticularly performance sensitive.