184 lines
6.6 KiB
Markdown
184 lines
6.6 KiB
Markdown
---
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id: wiki-2026-0508-webgl-모바일-gpu-성능-관리
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title: WebGL 모바일 GPU 성능 관리
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [WebGL Mobile Performance, Mobile GPU WebGL]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [webgl, mobile, gpu, performance, thermal]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: JavaScript/GLSL
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framework: WebGL2 / Three.js
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---
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# WebGL 모바일 GPU 성능 관리
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 mobile GPU 차이
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- **TBDR (Tile-Based Deferred Rendering)**: Mali / Apple / PowerVR — early-Z + tile cache.
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- **IMR (Immediate Mode)**: desktop NVIDIA / AMD — overdraw 매 expensive.
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- **Adreno**: hybrid — flexrender (tile + immediate).
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- **Bandwidth bound**: mobile DRAM 매 desktop 의 1/5 — texture size 의 major impact.
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- **Thermal**: sustained GPU load → throttle → 30-50% perf drop in 30-60s.
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### 매 bottleneck 식별
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- **Fragment-bound**: fragment shader complexity / overdraw — resolution down / shader simplify.
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- **Vertex-bound**: triangle count — LOD / cull.
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- **Bandwidth-bound**: texture size + framebuffer — compress / lower precision.
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- **Draw call-bound**: state changes — batch / instance.
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### 매 응용
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1. **Mobile web games**: PlayCanvas / Three.js — 60fps target on mid-tier device.
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2. **AR / VR web** (WebXR): Quest browser / iOS Safari WebXR — 72-90fps strict.
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3. **Map / data viz**: Mapbox GL — millions of features on phone.
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4. **Product 3D viewer**: e-commerce — fast load + smooth orbit.
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## 💻 패턴
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### Resolution scaling 매 dynamic
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```js
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let scale = 1.0;
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let lastFrameTime = performance.now();
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function frame(now) {
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const dt = now - lastFrameTime; lastFrameTime = now;
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if (dt > 22 && scale > 0.5) scale -= 0.05; // <45fps → downscale
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else if (dt < 14 && scale < 1.0) scale += 0.02;
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const w = Math.floor(canvas.clientWidth * devicePixelRatio * scale);
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const h = Math.floor(canvas.clientHeight * devicePixelRatio * scale);
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if (canvas.width !== w) { canvas.width = w; canvas.height = h; gl.viewport(0,0,w,h); }
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render();
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requestAnimationFrame(frame);
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}
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```
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### Texture compression 매 KTX2 / Basis
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```js
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import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
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const loader = new KTX2Loader()
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.setTranscoderPath('/basis/')
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.detectSupport(renderer);
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loader.load('texture.ktx2', (tex) => { /* ASTC / ETC2 / BC7 transcode 매 device */ });
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// 매 mobile 의 ASTC — 매 4-8x smaller VRAM + bandwidth
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```
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### Overdraw 매 줄임
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```js
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// 매 sort opaque front-to-back (early-Z reject)
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opaque.sort((a, b) => a.distanceToCamera - b.distanceToCamera);
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// 매 transparent back-to-front (correct blending)
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transparent.sort((a, b) => b.distanceToCamera - a.distanceToCamera);
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// 매 alpha-test 의 alpha-blend 보다 prefer (TBDR-friendly)
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material.alphaTest = 0.5; material.transparent = false;
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```
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### Mipmap 매 always
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```js
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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gl.generateMipmap(gl.TEXTURE_2D);
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// 매 minified texture 의 cache hit + bandwidth 의 1/3
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```
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### LOD 매 distance-based
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```js
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const lod = new THREE.LOD();
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lod.addLevel(highMesh, 0); // 0-10m: 50k tris
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lod.addLevel(midMesh, 10); // 10-30m: 10k tris
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lod.addLevel(lowMesh, 30); // 30m+: 2k tris
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scene.add(lod);
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```
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### Shader precision 매 mediump
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```glsl
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#version 300 es
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precision mediump float; // 매 16-bit on mobile — 매 highp 보다 2x throughput
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in vec2 vUv;
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uniform sampler2D map;
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out vec4 fragColor;
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void main() { fragColor = texture(map, vUv); }
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```
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### Thermal-aware quality scaling
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```js
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// 매 thermal API (limited) + battery + perf observer
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async function detectTier() {
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const battery = await navigator.getBattery?.();
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const memory = navigator.deviceMemory ?? 4;
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const cores = navigator.hardwareConcurrency ?? 4;
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if (memory <= 2 || cores <= 4) return 'low';
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if (memory <= 4) return 'mid';
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return 'high';
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}
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const tier = await detectTier();
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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];
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```
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### Disable expensive features on mobile
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```js
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const isMobile = /Mobi|Android|iPhone/.test(navigator.userAgent);
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renderer.shadowMap.enabled = !isMobile;
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renderer.toneMapping = isMobile ? THREE.NoToneMapping : THREE.ACESFilmicToneMapping;
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postProcessing.enabled = !isMobile; // bloom / SSAO 매 expensive
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```
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### Instanced rendering 매 thousands
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```js
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const mesh = new THREE.InstancedMesh(geometry, material, 5000);
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for (let i = 0; i < 5000; i++) {
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mat.setPosition(randomPos());
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mesh.setMatrixAt(i, mat);
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}
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// 매 1 draw call 매 5k objects — mobile 의 huge win
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```
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## 매 결정 기준
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| 증상 | 원인 | 처방 |
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|---|---|---|
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| Frame time spike | Overdraw | Front-to-back sort + alphaTest |
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| Sustained slowdown | Thermal | Resolution scale + reduce shader |
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| Memory OOM | Texture VRAM | KTX2 ASTC + mipmap + atlas |
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| Stutter | GC / draw calls | Instance + pool |
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| Low FPS on Adreno | Shader complexity | mediump + simplify |
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**기본값**: WebGL2 + KTX2 textures + LOD + dynamic resolution + mediump shaders + InstancedMesh.
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## 🔗 Graph
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- 부모: [[WebGL API]] · [[Mobile Performance]]
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- 변형: [[Threejs WebGPURenderer]] · [[WebGL Optimization]]
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- 응용: [[Threejs]] · [[PlayCanvas]] · [[WebXR]]
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- Adjacent: [[KTX2]] · [[Basis Universal]] · [[ASTC]]
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## 🤖 LLM 활용
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**언제**: mobile-targeted WebGL app — 60fps 의 mid-tier device 의 hold / thermal throttle 의 prevent.
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**언제 X**: desktop-only / WebGPU available 매 flagship — WebGPU compute path 매 better.
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## ❌ 안티패턴
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- **`devicePixelRatio` 의 fixed**: 매 retina 의 4x fragments — clamp 1.5-2.
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- **Uncompressed PNG**: 매 mobile VRAM 의 폭주 — KTX2 / Basis 의 사용.
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- **Real-time shadows on low-end**: 매 30%+ frame budget — bake / disable.
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- **Postprocessing on mobile**: bloom / SSAO 매 fillrate killer — disable.
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- **No LOD**: distant 50k-tri mesh 매 vertex bound — LOD.
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- **`highp` everywhere**: precision 매 mediump 의 충분 (color / UV).
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## 🧪 검증 / 중복
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- Verified (Khronos WebGL spec / Arm Mali best practices / Apple Metal docs).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — TBDR, KTX2, LOD, dynamic resolution, thermal awareness |
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