How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

Posted by Arthur Wulf White on Game Development See other posts from Game Development or by Arthur Wulf White
Published on 2012-10-13T20:50:25Z Indexed on 2012/10/13 21:53 UTC
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Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking.

I also read this question: Pass large array to pixel shader

Which I'm guessing is about accomplishing the same thing in a different language.

I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/

I am attempting to do some tests. Here is some of the code:

        private const SIZE : int = Math.pow(10, 5);
        private var testVectorNum : Vector.<Number>; 

        private function testShader():void
        {
            shader.data.ab.value = [1.0, 8.0];
            shader.data.src.input = testVectorNum;

            shader.data.src.width = SIZE/400;
            shader.data.src.height = 100;
            shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1);
            var time : int = getTimer(), i : int = 0;
            shaderJob.start(true);
            trace("TEST1 : ", getTimer() - time);
        }

The problem is that I keep getting a error saying:

[Fault] exception, information=Error: Error #1000: The system is out of memory.

Update:

I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender)

    private function testShader():void
    {
        shader.data.ab.value = [1.0, 8.0];
        var time : int = getTimer(), i : int = 0;
        testBitmapData.setVector(testBitmapData.rect, testVectorInt);
        shader.data.src.input = testBitmapData;

        shaderJob = new ShaderJob(shader, testBitmapData);
        shaderJob.start(true);
        testVectorInt = testBitmapData.getVector(testBitmapData.rect);
        trace("TEST1 : ", getTimer() - time);
    }

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