The majority of Clojurescript application development and community discussions seems to be focused on improving standard UI implementation patterns and the general workflow of how we can build web applications better, easier and faster. In this respect it’s been truly amazing to observe how much has been achieved in so short time (especially over the past 2 years) and I think by now Clojurescript and the tooling enabled by it, really does offer an outstanding, simple and largely joyful web development experience. Since the language is mainly targeting the browser environment, it’s maybe also about time to become an ever more attractive choice for building apps utilizing the full feature set of what the modern browser environment offers and here I’m thinking mainly about applications going beyond those usually built with Clojurescript thus far. When it comes to working with features like WebGL, WebAudio, WebRTC, WebWorkers, building data and graphics intensive, visualization related or generally highly interactive and media rich web applications, games etc., Clojurescript tooling / library support and feasibility suddenly have been still questionable and it’s something myself (and others) have been actively working on to fix over the past few years. The primary approach to work with these features then has been via existing Javascript libraries, often requiring large amounts of interop code and having to deal with issues that don’t fit that nicely with the Clojurescript modus operandi.
Most applications related to graphics involve a large amount of heavy data processing and transformations in the browser, much more so than in the typical, more or less form-driven web app scenario, however glitzy it might look & feel. Performance matters a great deal in this context, since we too have a hard time limit for this processing to keep the UI and/or animation fluid and responsive at preferably 60fps. So for this workshop I chose to look more below the surface of Clojurescript, analyze problem areas, examine possible optimization strategies and above all introduce people to a number of modern web technologies (WebGL, WebRTC, WebWorkers, Emscripten), techniques & tools offering possible routes to use the language in a sound and elegant way to work with these features.
For the first exercise we looked at the classic Game of Life (GOL) simulation and undertook a series of six optimization steps to speed it up by a factor of 650, compared to the original and most idiomatic implementation. The GOL is great context for exploring a variety of language constructs and patterns, from data structures, iteration, sequence processing and JS interop required to visualize the simulation state. Its evaluation process is a 3x3 kernel based matrix convolution and therefore much of the approaches here also apply to other related use cases (e.g. adjacency matrices (graphs), image processing, machine learning etc.)
Workshop exercise #1: Six implementations of Conway’s Game of Life — from naive (but idiomatic & slow) to optimized Clojurescript using typed arrays and direct pixel manipulations (10,840 ms / frame vs 16.5 ms / frame = ~650x faster for a 1024x1024 grid). Live demo
When it comes to optimization, there are generally two prevailing camps: Optimize Early and Optimize Late, with the latter being the by far larger group, and both having good arguments for their case. The main arguments used by the Optimize Late crowd are that optimized code is harder to read, harder to maintain, less flexible, often contains bugs and above all that it’s often only 10% of a code base which drastically impact performance. On the other hand, the Optimize Early crowd argues that the slow 10% in reality never exist in isolation, are scattered around, hard to find and hence optimizing them usually is limited to piecewise micro-optimizations and therefore requires a large amount of refactoring and re-testing, all of which can be avoided by simply being more aware of performance critical sections during the design and implementation. For them, it’s a matter of better understanding language constructs, algorithms and how the machine actually operates and therefore write more efficient (rather than just functional/working) code in the first place. System response times are/should be part of the design spec and been given time budgets, as e.g. is often done in game development and embedded software with hard real time limitations. We can’t argue that this is a bad thing, can we? (Just for the record, I’m trying not to be ignorant of either way and unconsciously aim for an happy compromise between these polar extremes)
With this in mind, as part of this first exercise we looked at:
The textbook approach to encoding a 2D data grid in Clojure/script is using a
nested vector, which then can easily be processed using map
/ reduce
to
produce the next generation in the simulation. Accessing individual grid cells
is also straightforward using
([get-in](https://clojure.github.io/clojure/clojure.core-api.html#clojure.core/get-in) grid [x y])
. However, in the GOL simulation we need to access 9 cells (1 cell
- 8 neighbors) in order to compute the new state of each cell. So in a 1024 x
1024 grid this use of
get-in
will result in the creation of 9,437,184 temporary Clojurescript vector objects (the vectors for the lookup coordinates) per frame, exercising a huge pressure on the garbage collector. In addition, sinceget-in
can take lookup paths of any length and works polymorphically using protocol methods, each invocation also incurs a call toreduce
, resulting in even more temp objects, an iteration loop and a load of protocol dispatch functions for its internal use ofget
— altogether a lot of (way too much!) work for a simple 2D index lookup.
In some situations (only if the lookup path is static, as in our case), we could
write a macro version of get-in
, expanding the lookup calls at compile time
and thereby removing at least the overhead of a vector allocation and the use of
reduce
at runtime:
;; get-in.clj
(defmacro get-in*
"Macro version of clojure.core/get-in without not-found fallback"
[root path]
(loop [root root, path path]
(if path
(recur `(get ~root ~(first path)) (next path))
root)))
(macroexpand-1 '(get-in* [[1 2 3] [3 4 [5 6 7 8]]] [1 2 3]))
;; (clojure.core/get (clojure.core/get (clojure.core/get [[1 2 3] [3 4 [5 6 7 8]]] 1) 2) 3)
(get-in* [[1 2 3] [3 4 [5 6 7 8]]] [1 2 3])
;; 8
Benchmarking this example with
criterium under Clojure (which has
somewhat different/faster protocol dispatch than in Clojurescript), the macro
version results in 43.61ns vs 205.18ns for the default get-in
(~5x faster).
Often these things are relegated as micro-optimizations and in some ways they
are, but considering that core functions like get-in
are heavily used
throughout most Clojurescript applications, being more aware of the inherent
costs is useful and can help us looking into alternative solutions when needed.
Btw. One of the intermediate steps taken to speed up our simulation was using
transduce
instead of map
& reduce
to compute the number of alive neighbor cells,
however this ended up actually being ~15–20% slower in this case. We have not
looked into the reasons for this (yet)…
The more obvious improvement to speed up the simulation was using a flat 1D
vector to encode the grid and calculate cell indices for the 2D coordinates,
much like in a pixel buffer. This not just gives us better cache locality, but
instead of get-in
we could now just use nth
, gain a ~6x speed up and
somewhat simpler code.
The final step (leaving out some other stages) of this exercise was an
introduction to JS Typed
Arrays,
creating typed views over byte buffers and updating the canvas not via its 2D
drawing API, but making use of direct pixel manipulations via the canvas
context’s
ImageData. Since
all our data (both simulation grid and pixels) are stored in typed arrays, we
switched to only use loop
instead of map
/ reduce
(thereby removing
millions of internal function calls) and altogether gained a ~650x speedup
compared to the original.
A live version of the exercise is here: https://demo.thi.ng/ws-ldn-8/gol/ (Please be aware that the UI for the “naive” mode and largest grid size will completely freeze for ~10 seconds)
Some of the other things we talked about:
- avoid keywords or collections as functions (use
get
instead) - use named functions instead of closures for
map
/reduce
fns - protocol function dispatch overhead
loop
vsdoseq
deftype
vs.defrecord
(code size, memory efficiency, protocols)- controlled use of set! and volatile! to achieve mutability
To anyone interested in directly utilizing the GPU in the browser, WebGL is a huge & fascinating topic, but it can also be very daunting for newcomers to graphics programming, since efficient use of it requires a multitude of prerequisite knowledge and terminology about 2D/3D geometry, linear algebra, spatial thinking in multiple spaces (coordinate systems), low-level data organization, the OpenGL state machine (with 100’s of options), GPU processing pipelines, knowledge of the GLSL shading language, color theory etc. Not all of it has to do with actual coding and it’s often the theory moments when A-level maths knowledge comes back knocking on our door — it’s a lot to take in, especially in a 3-day workshop, but we tried to cover most of the core topics (and altogether probably spent most of the time on that) and we put theory to practical use with the help of various thi.ng/geom examples. Later on we walked through an early prototype for a WebGL game written in Clojurescript, going into more advanced topics, incl. creating mesh geometries from scratch and creating a path-following camera etc.
Live demo of the game “prototype” (just a POC really thus far): https://demo.thi.ng/sjo/ — Move mouse to move horizontally in the tunnel, press/hold down to accelerate (also works with touch) — The entire tunnel is generated using the Cinquefoil Knot formula and Parallel-Transport frames to create the polygon segments. Btw. Sjö = Seven in Islandic
thi.ng/geom is the most mature of the thi.ng projects and has had basic WebGL support for over 2 years, however only recently I’ve managed to invest more time in extending and updating its API to provide an unified solution for both desktop OpenGL & WebGL in the browser. Some of the latest additions include:
- Indexed and flattened 3D mesh types for OpenGL/WebGL with support for face normals, vertex normals, color & texture coordinate (soon arbitrary) attributes
- Completely customizable vertex attribute generation mechanism when converting platonic types to meshes
- Set of pre-defined texture coordinate generators for boxes, spheres, tubes/cylinders, discs, polygons
- Declarative FBO shader processing pipeline
- 2-point camera, arcball controller
- JOGL window & event handling setup (for desktop apps)
- Geometry & texture I/O
The thi.ng/geom library takes a semi-declarative approach to working with OpenGL/WebGL in that it’s extensively using Clojure maps to define various geometry and shader specifications, which are then compiled into the required data buffers & GLSL programs. This approach helps to make data manipulations easier and avoids (for most common use cases) the direct use of WebGL function calls in user code. Where possible, to make shader re-use easier between OpenGL 3.x/4.x & WebGL (which have some syntax differences), shader specs specify their global variables (attributes, uniforms, varyings) as Clojure maps which are then translated into the correct GLSL syntax using automatic code generation/injection before compilation. In general the library does offer a number of helpers & abstractions over the WebGL internals, but at no point is it hiding the underlying layer, giving advanced users full control over the GL state machine.
Texture mapping & color blend equation example
Render-to-texture and multi-pass FX processing to create classic Bloom effect for bright image areas
Obligatory globe demo, explaining how different geometries require different types of texture mapping
Since a WebGL app usually wants to update its visualization as often as possible, it doesn’t directly map to the worldview of React. For this purpose, I’ve been defining a little reusable canvas component for Reagent and most of the later workshop examples made use of it:
;; canvas.cljs
(ns canvas
(:require
[thi.ng.geom.gl.webgl.animator :as anim]
[reagent.core :as reagent]))
(defn canvas-component
[props]
(reagent/create-class
{:component-did-mount
(fn [this]
(reagent/set-state this {:active true})
((:init props) this)
(anim/animate ((:loop props) this)))
:component-will-unmount
(fn [this]
(reagent/set-state this {:active false}))
:reagent-render
(fn [_]
[:canvas
(merge
{:width (.-innerWidth js/window)
:height (.-innerHeight js/window)}
props)])}))
Code re-use is one of the big issues with GLSL (on any platform) and for a long time this has been largely solved via a copy & paste culture. To address this in Clojurescript from early on, we can use the thi.ng/shadergraph library, which provides us with:
- a transitive dependency resolution mechanism for GLSL code (based on the normal Clojure namespace mechanism and Stuart Sierra’s dependency library)
- a growing library of pure, commonly used GLSL functions (lighting, color conversion, matrix math, rotations, effects etc.). Shader snippets can be defined via Clojure strings or loaded from separate source files (as part of the Clojurescript compilation process).
- a basic compile-time shader minifier
- Clojure meta data extraction of the defined GLSL functions (incl. arg lists and return type for improved REPL use and in preparation of future tooling)
Many of the workshop examples utilize various functions provided by this library and helped us getting results faster.
Since some of the participants were interested in using video for their own projects, I prepared a small example combining a WebRTC camera stream with Shadertoy-like WebGL image processing using a bunch of effect options.
https://github.com/thi-ng/ws-ldn-8/tree/master/day3/ex06
Yours truly testing out a cheesy twirl video effect — Online demo unavailable due to current lack of SSL, which is required for WebRTC.
Since 2013 Clojurescript has been blessed with the core.async library, providing us (among many super useful CSP abstractions) with the illusion of concurrent processes in the inherently single-threaded environment of the JS VM. However, the currently only way to obtain real extra compute resources of a multi-core CPU in JavaScript is to use WebWorkers and their use is one of the not-so-widely talked about topics in the Clojurescript community. For one, they’re not the same as multi-threading in Clojure, and furthermore, their use throws several spanners in the works, both in terms of Clojurescript (+Figwheel) workflow, but also due to their inherent limitation of running in an isolated environment from the main application.
WebWorker code needs to be loaded from a separate source file and can only communicate with the main process via message passing. By default, the data passed to the other process is copied, but some types (e.g. ArrayBuffers) can also be transferred and when doing so the sender process loses ownership/access. For large (binary) data this can be very useful though (e.g. any use case which allows for typed arrays) and is potentially magnitudes faster than using a copy. The most likely scenario for this transfer feature is a ping-pong like processing setup of the same data object between main process and worker, each claiming temporary ownership rights before sending it back to the other party. Rust users might feel right at home here :)
In terms of code organization, Clojurescript’s (well, actually Google Closure compiler’s) modular compilation at least allows us to keep the worker parts in the same code base without incurring another copy of compiled Clojurescript. The bad news are, that modular compilation is currently not supported when using the build profile “:optimizations :none”, as is usually the case during development. One way to workaround this is by trying to isolate the development of the worker in time (do it first), compile it and then use Figwheel (or similar) for working on the main app.
Our little example project can be found here:
https://github.com/thi-ng/ws-ldn-8/tree/master/day3/ex06
Even though thi.ng started out as (and largely still is) a Clojure & Clojurescript-centric collection of projects, over the past year I’ve been slowly expanding its scope to become more polyglot, so far mainly in the form of some still unreleased C projects (not counting previous OpenCL related thi.ngs). And whilst the combination of Clojure/Clojurescript
- C seems a bit weird at first, I’m fully convinced (and have proof!) there are many use cases for which I believe this combination is golden, giving us the best of both worlds: one of the currently best approaches and workflows to build the high-level aspects of an app and at the same time benefit from much better performance and more efficient memory usage for the parts where it matters most. This is especially true for Clojurescript, which is becoming ever more important for my line of work and in some ways makes it much easier to integrate foreign C modules than with its JVM-based parent.
Simple 3D particle system written in C, compiled to Javascript with Emscripten and visualized / controlled via Clojurescript & WebGL. Live demo
One of the most interesting projects in this respect is Emscripten, a LLVM-based transpiler for C and C++ to asm.js (and soon WASM). The former (asm.js) is a highly optimizable subset of JavaScript. WASM (WebAssembly) is a new sandboxed execution environment currently still being designed as an open standard by a W3C Community Group that includes representatives from all major browsers. Even though Emscripten’s current output isn’t really native code, it allows us to write code in C, which for some use cases (e.g. math heavy code, mutable data structures, WebGL, DSP etc.) is much easier to write than in Clojurescript and in my own tests the resulting asm.js code almost always performs noticeably faster than the Clojurescript version (even if the latter is compiled w/ Closure compiler’s advanced optimizations). With WebAssembly on the horizon, it’s maybe a good time to invest some time into some “upskilling” (or down-skilling, as in low-level)…
For the final exercise of the workshop we implemented a simple 3D particle system in C, compiled it with Emscripten and learned how to integrate it into a Clojurescript WebGL demo. This exercise tied up many of the things (and loose ends) from the past days and too allowed me once more to demonstrate the efficient use of typed arrays for visualization purposes.
// particles.h
// particle system structs
typedef struct {
float x,y,z;
} Vec3;
typedef struct {
Vec3 pos; // 12 bytes
Vec3 vel; // 12 bytes
Vec3 col; // 12 bytes
} Particle;
typedef struct {
Particle *particles;
uint32_t numParticles;
uint32_t maxParticles;
Vec3 emitPos;
Vec3 emitDir;
Vec3 gravity;
float speed;
uint32_t age;
uint32_t maxAge;
} ParticleSystem;
The above C structs are used for our particle system. The Emscripten runtime emulates the C heap as a single, large JS ArrayBuffer with multiple views of various word sizes (using typed arrays of uint8, uint16, uint32, float32 etc.). Therefore a C pointer is simply an index into this array buffer and with a bit of planning we can directly make use of this from the Clojurescript side to avoid copying large amounts of data, something which would cause a huge overhead and make the whole exercise of using C/asm.js pointless…
The diagram below shows the memory layout of the ParticleSystem’s “particles” array. Each particle only takes up 36 bytes (much less than we could idiomatically achieve in Clojurescript) and since that’s a multiple of 4, all particles in this array are tightly packed and no alignment bytes are needed (Floats always need to be stored at 4-byte boundaries).
On the Clojurescript side we’re using Reagent to wrap React.js and the latest dev snapshot (0.0.1158-SNAPSHOT) of thi.ng/geom to handle all WebGL aspects.
Thanks to Emscripten’s interop API, communication between the compiled C module and CLJS is pretty trivial, even though we’re limited to only passing/receiving primitive LLVM data types. In the case of our example this is absolutely fine though, since in CLJS we’re only interested in a) initializing the particle system, b) updating it and c) obtaining a pointer to the array of particles. The following code shows how to wrap and call compiled C functions from Clojurescript:
Updating and rendering the particle system with WebGL is similarly trivial. After each update of the system, we also must update the buffer data for WebGL and for this we simply reference the memory in the C heap array. Our shader only requires the particle position and color attributes, both of which are part of the same chunk of memory and stored in an interleaved manner. When setting up the WebGL buffers, we only need to supply the correct stride length (36 bytes, see above diagram) and for the color attribute we too need to adjust the data offset of 24 bytes (equivalent of 6 floats into the array).
The full source code for this example is here: https://github.com/thi-ng/ws-ldn-8/tree/master/day3/ex07
If you’re interested in learning more about any of these technologies, please visit the workshop.thi.ng website for upcoming training sessions or sign up to the thi.ng newsletter.
I’m about to announce the next bunch of workshop dates for June in the next 2 days. Apart from teaching, I’m also currently available for freelance consulting. Please get in touch and let’s talk, no agents though! Thanks.