Update README and comment for new GpuProcess
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+5
-9
@@ -21,13 +21,11 @@ pub fn main(init: std.process.Init) !void {
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const add_process = try GpuProcess.init(
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device,
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@embedFile("shaders/add.wgsl"),
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.{
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.bindings = &.{
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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},
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},
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.{ .bindings = &.{
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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} },
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);
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defer add_process.deinit();
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@@ -44,7 +42,6 @@ pub fn main(init: std.process.Init) !void {
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}
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// 5. Initialize raw GPU Buffers
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// We pass the EnumSet inline using `.initMany` since the Enum itself isn't exported
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const byte_size = len * @sizeOf(f16);
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const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
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const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
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@@ -58,7 +55,6 @@ pub fn main(init: std.process.Init) !void {
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try buf_b.load(f16, data_b);
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// 7. Dispatch the Compute Process
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// We pass the data type (f16) to allow GpuProcess to calculate chunks correctly
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try add_process.run(gloc, .{ buf_a, buf_b, buf_out });
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// 8. Map and copy the resulting buffer back to the CPU
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