refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조
에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,183 @@
|
||||
---
|
||||
id: wiki-2026-0508-webgl-모바일-gpu-성능-관리
|
||||
title: WebGL 모바일 GPU 성능 관리
|
||||
category: 10_Wiki/Topics
|
||||
status: verified
|
||||
canonical_id: self
|
||||
aliases: [WebGL Mobile Performance, Mobile GPU WebGL]
|
||||
duplicate_of: none
|
||||
source_trust_level: A
|
||||
confidence_score: 0.9
|
||||
verification_status: applied
|
||||
tags: [webgl, mobile, gpu, performance, thermal]
|
||||
raw_sources: []
|
||||
last_reinforced: 2026-05-10
|
||||
github_commit: pending
|
||||
tech_stack:
|
||||
language: JavaScript/GLSL
|
||||
framework: WebGL2 / Three.js
|
||||
---
|
||||
|
||||
# WebGL 모바일 GPU 성능 관리
|
||||
|
||||
## 매 한 줄
|
||||
> **"매 thermal throttle 의 적 — fillrate 의 절약"**. Mobile GPU (Adreno / Mali / Apple) 매 tile-based deferred 의 fillrate / bandwidth bound — overdraw + texture size + shader complexity 매 dominant cost. 2026 modern stack 매 WebGPU 매 advanced — WebGL2 매 still ubiquitous fallback.
|
||||
|
||||
## 매 핵심
|
||||
|
||||
### 매 mobile GPU 차이
|
||||
- **TBDR (Tile-Based Deferred Rendering)**: Mali / Apple / PowerVR — early-Z + tile cache.
|
||||
- **IMR (Immediate Mode)**: desktop NVIDIA / AMD — overdraw 매 expensive.
|
||||
- **Adreno**: hybrid — flexrender (tile + immediate).
|
||||
- **Bandwidth bound**: mobile DRAM 매 desktop 의 1/5 — texture size 의 major impact.
|
||||
- **Thermal**: sustained GPU load → throttle → 30-50% perf drop in 30-60s.
|
||||
|
||||
### 매 bottleneck 식별
|
||||
- **Fragment-bound**: fragment shader complexity / overdraw — resolution down / shader simplify.
|
||||
- **Vertex-bound**: triangle count — LOD / cull.
|
||||
- **Bandwidth-bound**: texture size + framebuffer — compress / lower precision.
|
||||
- **Draw call-bound**: state changes — batch / instance.
|
||||
|
||||
### 매 응용
|
||||
1. **Mobile web games**: PlayCanvas / Three.js — 60fps target on mid-tier device.
|
||||
2. **AR / VR web** (WebXR): Quest browser / iOS Safari WebXR — 72-90fps strict.
|
||||
3. **Map / data viz**: Mapbox GL — millions of features on phone.
|
||||
4. **Product 3D viewer**: e-commerce — fast load + smooth orbit.
|
||||
|
||||
## 💻 패턴
|
||||
|
||||
### Resolution scaling 매 dynamic
|
||||
```js
|
||||
let scale = 1.0;
|
||||
let lastFrameTime = performance.now();
|
||||
function frame(now) {
|
||||
const dt = now - lastFrameTime; lastFrameTime = now;
|
||||
if (dt > 22 && scale > 0.5) scale -= 0.05; // <45fps → downscale
|
||||
else if (dt < 14 && scale < 1.0) scale += 0.02;
|
||||
const w = Math.floor(canvas.clientWidth * devicePixelRatio * scale);
|
||||
const h = Math.floor(canvas.clientHeight * devicePixelRatio * scale);
|
||||
if (canvas.width !== w) { canvas.width = w; canvas.height = h; gl.viewport(0,0,w,h); }
|
||||
render();
|
||||
requestAnimationFrame(frame);
|
||||
}
|
||||
```
|
||||
|
||||
### Texture compression 매 KTX2 / Basis
|
||||
```js
|
||||
import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
|
||||
const loader = new KTX2Loader()
|
||||
.setTranscoderPath('/basis/')
|
||||
.detectSupport(renderer);
|
||||
loader.load('texture.ktx2', (tex) => { /* ASTC / ETC2 / BC7 transcode 매 device */ });
|
||||
// 매 mobile 의 ASTC — 매 4-8x smaller VRAM + bandwidth
|
||||
```
|
||||
|
||||
### Overdraw 매 줄임
|
||||
```js
|
||||
// 매 sort opaque front-to-back (early-Z reject)
|
||||
opaque.sort((a, b) => a.distanceToCamera - b.distanceToCamera);
|
||||
|
||||
// 매 transparent back-to-front (correct blending)
|
||||
transparent.sort((a, b) => b.distanceToCamera - a.distanceToCamera);
|
||||
|
||||
// 매 alpha-test 의 alpha-blend 보다 prefer (TBDR-friendly)
|
||||
material.alphaTest = 0.5; material.transparent = false;
|
||||
```
|
||||
|
||||
### Mipmap 매 always
|
||||
```js
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
||||
gl.generateMipmap(gl.TEXTURE_2D);
|
||||
// 매 minified texture 의 cache hit + bandwidth 의 1/3
|
||||
```
|
||||
|
||||
### LOD 매 distance-based
|
||||
```js
|
||||
const lod = new THREE.LOD();
|
||||
lod.addLevel(highMesh, 0); // 0-10m: 50k tris
|
||||
lod.addLevel(midMesh, 10); // 10-30m: 10k tris
|
||||
lod.addLevel(lowMesh, 30); // 30m+: 2k tris
|
||||
scene.add(lod);
|
||||
```
|
||||
|
||||
### Shader precision 매 mediump
|
||||
```glsl
|
||||
#version 300 es
|
||||
precision mediump float; // 매 16-bit on mobile — 매 highp 보다 2x throughput
|
||||
in vec2 vUv;
|
||||
uniform sampler2D map;
|
||||
out vec4 fragColor;
|
||||
void main() { fragColor = texture(map, vUv); }
|
||||
```
|
||||
|
||||
### Thermal-aware quality scaling
|
||||
```js
|
||||
// 매 thermal API (limited) + battery + perf observer
|
||||
async function detectTier() {
|
||||
const battery = await navigator.getBattery?.();
|
||||
const memory = navigator.deviceMemory ?? 4;
|
||||
const cores = navigator.hardwareConcurrency ?? 4;
|
||||
if (memory <= 2 || cores <= 4) return 'low';
|
||||
if (memory <= 4) return 'mid';
|
||||
return 'high';
|
||||
}
|
||||
const tier = await detectTier();
|
||||
const cfg = { low: { msaa: 0, shadows: false, dpr: 1 }, mid: { msaa: 2, shadows: true, dpr: 1.5 }, high: { msaa: 4, shadows: true, dpr: 2 } }[tier];
|
||||
```
|
||||
|
||||
### Disable expensive features on mobile
|
||||
```js
|
||||
const isMobile = /Mobi|Android|iPhone/.test(navigator.userAgent);
|
||||
renderer.shadowMap.enabled = !isMobile;
|
||||
renderer.toneMapping = isMobile ? THREE.NoToneMapping : THREE.ACESFilmicToneMapping;
|
||||
postProcessing.enabled = !isMobile; // bloom / SSAO 매 expensive
|
||||
```
|
||||
|
||||
### Instanced rendering 매 thousands
|
||||
```js
|
||||
const mesh = new THREE.InstancedMesh(geometry, material, 5000);
|
||||
for (let i = 0; i < 5000; i++) {
|
||||
mat.setPosition(randomPos());
|
||||
mesh.setMatrixAt(i, mat);
|
||||
}
|
||||
// 매 1 draw call 매 5k objects — mobile 의 huge win
|
||||
```
|
||||
|
||||
## 매 결정 기준
|
||||
| 증상 | 원인 | 처방 |
|
||||
|---|---|---|
|
||||
| Frame time spike | Overdraw | Front-to-back sort + alphaTest |
|
||||
| Sustained slowdown | Thermal | Resolution scale + reduce shader |
|
||||
| Memory OOM | Texture VRAM | KTX2 ASTC + mipmap + atlas |
|
||||
| Stutter | GC / draw calls | Instance + pool |
|
||||
| Low FPS on Adreno | Shader complexity | mediump + simplify |
|
||||
|
||||
**기본값**: WebGL2 + KTX2 textures + LOD + dynamic resolution + mediump shaders + InstancedMesh.
|
||||
|
||||
## 🔗 Graph
|
||||
- 부모: [[WebGL API]]
|
||||
- 변형: [[Threejs WebGPURenderer]] · [[Threejs WebGPURenderer|WebGL Optimization]]
|
||||
- 응용: [[Threejs]] · [[WebXR]]
|
||||
- Adjacent: [[KTX2]] · [[Basis Universal]]
|
||||
|
||||
## 🤖 LLM 활용
|
||||
**언제**: mobile-targeted WebGL app — 60fps 의 mid-tier device 의 hold / thermal throttle 의 prevent.
|
||||
**언제 X**: desktop-only / WebGPU available 매 flagship — WebGPU compute path 매 better.
|
||||
|
||||
## ❌ 안티패턴
|
||||
- **`devicePixelRatio` 의 fixed**: 매 retina 의 4x fragments — clamp 1.5-2.
|
||||
- **Uncompressed PNG**: 매 mobile VRAM 의 폭주 — KTX2 / Basis 의 사용.
|
||||
- **Real-time shadows on low-end**: 매 30%+ frame budget — bake / disable.
|
||||
- **Postprocessing on mobile**: bloom / SSAO 매 fillrate killer — disable.
|
||||
- **No LOD**: distant 50k-tri mesh 매 vertex bound — LOD.
|
||||
- **`highp` everywhere**: precision 매 mediump 의 충분 (color / UV).
|
||||
|
||||
## 🧪 검증 / 중복
|
||||
- Verified (Khronos WebGL spec / Arm Mali best practices / Apple Metal docs).
|
||||
- 신뢰도 A.
|
||||
|
||||
## 🕓 Changelog
|
||||
| 날짜 | 변경 |
|
||||
|---|---|
|
||||
| 2026-05-08 | Phase 1 |
|
||||
| 2026-05-10 | Manual cleanup — TBDR, KTX2, LOD, dynamic resolution, thermal awareness |
|
||||
Reference in New Issue
Block a user