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Nodejs can use this https://github.com/unbornchikken/NOOOCL at serverside. I really like transpiler idea, but I want serverside runtime. Is it possible? Is there any example? Async API?
Note. Yes I understand, that openCL != webGL.
Hi vird, I like this idea very much. By going to OpenCL we can do some really serious computing done. We will start moving in this direction after an overhaul of our compiler.
Reacted by Jeff Friesen, Steven BOEHM and Starbeamrainbowlabs
Hi, I have interest of course but unfortunately ain't got much time for opensource nowadays (two little children). If you have any concrete issue that I could help you out, lemme now.
ty for the mention, and the brief time you spent replying. I mentioned your name because I know your passion. In the mean time ty for building NOOOCL, great things will come from it!
Ideally we'd start with simple unit tests, building up simple features.
It is still a high priority, I've just been super busy using the already exposed API in https://brain.js.org. When opencl is landed, js will have an enterprise gpu accelerated platform. Preemptive huzzah!
Ty for the suggestions, I'll be sure to try it if my current path doesn't succeeded, or perhaps even add as another driver, just in case. As a positive point, I reached out to @nkreeger who manages google/node-gles#3 and he seems to be fairly helpful to advance work together. I was able to get the project to build, and though I'm not yet working with textures that output numbers, I was able to get the environment mostly working, with the exception of a few missing wrapper functions (adding uniforms, and sub frame buffers), so I'll be adding those in the coming days, and see where it goes.
Was thinking this through and I believe my current plan of attack is this: There is still a lot of missing functionality from node-gles having compiled it, and seeing output etc. and although I believe that it is the future, we are extremely close with headless-gl, minus a few small bugs.
I'd like to go ahead and resolve the issues that exist with it first. This will give us low hanging fruit, and a path for upgrade, rather than just waiting and hoping for node-gles to land at v1.
Note: We are sooooo cloooose!!
The flexibility with headless-gl will also give us something to meet with node-gles, and I'm not shy (as you guys know) have already having contributed there.
Verbose current plan of attack:
Resolve fragment parsing issue with float's using existing source, which I believe is our one big hangup. This is super important, because all methods generally work, I get stable output, etc. Also we have a ton of unit tests in gpu.js where we can gauge how close we are to full support.
Open up PR that adds new functionality in headless-gl.
Because the library isn't maintained, I'll likely reach out to see if that job can be passed on to me for the time being.
If this for some reason isn't accepted, I'll just open my own fork, and continue reluctantly there. Good grief, how many times can we fork this thing as actual projects? Lets combine efforts guys!
Resolve a few other small bugs adding primitive unit tests for each directly in the project where they can be tracked and administered.
Possibly upgrade to latest ANGLE and ensure tests pass.
If tests bork badly, leave in maintenance mode.
Wait and continue to help with node-gles until it reaches a point it exceeds the usefulness of headless-gl (ie, we get unit tests passing and possibly webgl2, which isn't currently being developed towards)
Migrate to node-gles
In either case, mark my words, this will be working shortly.
Node is now supported, there is a bug in windows with multiple render targets that will be addressed likely after the release of v2. A few small bugs related to typings and direct float handling are being resolved now. Nearly there. v2 will be a force to be reckoned with for stability.
Activity
fuzzie360 commentedon Nov 27, 2016
Hi vird, I like this idea very much. By going to OpenCL we can do some really serious computing done. We will start moving in this direction after an overhaul of our compiler.
robertleeplummerjr commentedon Jun 27, 2017
I don't think this is a "nice to have" but rather "a must". I'll see what I can do.
robertleeplummerjr commentedon Jun 28, 2017
I've asked @unbornchikken if he has interest in helping, but I fully plan on assisting with this initiative after v1 is released.
unbornchikken commentedon Jun 29, 2017
Hi, I have interest of course but unfortunately ain't got much time for opensource nowadays (two little children). If you have any concrete issue that I could help you out, lemme now.
robertleeplummerjr commentedon Jun 29, 2017
ty for the mention, and the brief time you spent replying. I mentioned your name because I know your passion. In the mean time ty for building NOOOCL, great things will come from it!

hujiulong commentedon Jul 20, 2017
any news?
robertleeplummerjr commentedon Jul 20, 2017
#52
jsphweid commentedon Aug 18, 2017
Looking forward to this. By the way... version 0.0.0...?? Not even 0.0.1?
frenchfaso commentedon Nov 25, 2017
Me too!
Are there any news about gpu support on nodejs?
btw, gpujs is the best lib ever 🥇
PS: a webworker/threads fallback would also be awesome :-P
robertleeplummerjr commentedon Nov 27, 2017
I've got a proof of concept working for nooocl, @unbornchikken, is there any way you could bump version support for opencl 2?
robertleeplummerjr commentedon Nov 27, 2017
@frenchfaso, ty very much! But...
nsantini commentedon Jan 21, 2018
@robertleeplummerjr any way I can help on your efforts?
robertleeplummerjr commentedon Jan 22, 2018
The initial work has been done here: https://github.com/gpujs/gpu.js/tree/area-52
Ideally we'd start with simple unit tests, building up simple features.
It is still a high priority, I've just been super busy using the already exposed API in https://brain.js.org. When opencl is landed, js will have an enterprise gpu accelerated platform. Preemptive huzzah!
13 remaining items
arjunmehta commentedon Dec 27, 2018
@robertleeplummerjr nice!
Another option to consider is to use puppeteer. It is a headless chromium and has support for running webGL.
Very good cross platform support on Linux, Windows and MacOS.
It is very well maintained by the Chrome DevTools team.
https://github.com/GoogleChrome/puppeteer
robertleeplummerjr commentedon Dec 27, 2018
Ty for the suggestions, I'll be sure to try it if my current path doesn't succeeded, or perhaps even add as another driver, just in case. As a positive point, I reached out to @nkreeger who manages google/node-gles#3 and he seems to be fairly helpful to advance work together. I was able to get the project to build, and though I'm not yet working with textures that output numbers, I was able to get the environment mostly working, with the exception of a few missing wrapper functions (adding uniforms, and sub frame buffers), so I'll be adding those in the coming days, and see where it goes.
robertleeplummerjr commentedon Dec 27, 2018
Hopping right along: https://github.com/google/node-gles/pull/4/files
robertleeplummerjr commentedon Dec 28, 2018
Was thinking this through and I believe my current plan of attack is this: There is still a lot of missing functionality from
node-gleshaving compiled it, and seeing output etc. and although I believe that it is the future, we are extremely close withheadless-gl, minus a few small bugs.Because of how much
headless-gl:I'd like to go ahead and resolve the issues that exist with it first. This will give us low hanging fruit, and a path for upgrade, rather than just waiting and hoping for
node-glesto land at v1.Note: We are sooooo cloooose!!
The flexibility with
headless-glwill also give us something to meet withnode-gles, and I'm not shy (as you guys know) have already having contributed there.Verbose current plan of attack:
headless-gl.ANGLEand ensure tests pass.node-glesuntil it reaches a point it exceeds the usefulness ofheadless-gl(ie, we get unit tests passing and possibly webgl2, which isn't currently being developed towards)node-glesIn either case, mark my words, this will be working shortly.
robertleeplummerjr commentedon Dec 28, 2018
@arjunmehta if I go ahead and push up my changes, maybe we can work together, simultaneously providing a back end for https://github.com/GoogleChrome/puppeteer?
robertleeplummerjr commentedon Dec 29, 2018
Stepped into the parser found that the glsl is being rewritten internally, which I expected. Small steps.
robertleeplummerjr commentedon Dec 29, 2018
I've captured the error, glsl source before it is translated, after it is translated, and reproduction javascript test here: https://github.com/proxy/gist.github.com/robertleeplummerjr/aa0a8bb9250426e5a3e9e360482b3083
I'm now passed google angle, and into dependencies. Getting closer.
robertleeplummerjr commentedon Dec 29, 2018
Rather than keeping noise going here, I'm going to start tracking the bug here: stackgl/headless-gl#140
Bigger updates will come here.
robertleeplummerjr commentedon Feb 25, 2019
Current update: #216 (comment)
Node.js GPU support is imminent. Stay tuned for the coming days, this will likely lead to a release.
wbrickner commentedon Apr 15, 2019
Is this now supported in v2? Been following for a few years now :P
Wondering what the status is, can't seem to figure out if it's landed.
robertleeplummerjr commentedon Apr 15, 2019
Node is now supported, there is a bug in windows with multiple render targets that will be addressed likely after the release of v2. A few small bugs related to typings and direct float handling are being resolved now. Nearly there. v2 will be a force to be reckoned with for stability.
wbrickner commentedon Apr 15, 2019
That's amazing to hear! You've delivered a beautiful thing!
robertleeplummerjr commentedon May 22, 2019
I believe since this uses HeadlessGL, and release is imminent, this issue is now resolved. Ty guys for all your hard work and cheering.
arjunmehta commentedon May 23, 2019
@robertleeplummerjr 🎉
Fantastic!!