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libs/** linguist-vendored
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# Tensor GPU: Memory & Pipeline Strategy
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**Best approach:** Lazy graph + ping-pong buffers + single command buffer.
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---
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## Architecture
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**Problem with eager pipelines:**
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```
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m1.add(m2) → dispatch + sync point (slow)
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.mul(5) → dispatch + sync point (slow)
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.sub(m3) → dispatch + sync point (slow)
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Result: 3× GPU kernel submission overhead. Many intermediate buffers.
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```
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**Better: Build graph, execute once:**
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```
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m1.add(m2).mul(5).sub(m3) // build operation list
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.compute() // ONE command buffer, all ops
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```
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---
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## Implementation
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```zig
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const std = @import("std");
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const c = @cImport(@cInclude("wgpu.h"));
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pub const Operation = union(enum) {
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add: struct { other: *TensorGPU },
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mul: struct { scalar: f32 },
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sub: struct { other: *TensorGPU },
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div: struct { scalar: f32 },
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};
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pub const TensorGPU = struct {
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gpu: *AllocatorGPU,
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buffer: c.WGPUBuffer,
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shape: [2]u32, // rows, cols
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element_count: u32,
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buf_bytes: u32,
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operations: std.ArrayList(Operation),
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is_computed: bool,
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allocator: std.mem.Allocator,
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pub fn init(gpu: *AllocatorGPU, shape: [2]u32, allocator: std.mem.Allocator) !TensorGPU {
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const rows = shape[0];
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const cols = shape[1];
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const element_count = rows * cols;
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const buf_bytes = element_count * @sizeOf(f32);
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const buffer = c.wgpuDeviceCreateBuffer(gpu.device, &.{
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.usage = c.WGPUBufferUsage_Storage
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| c.WGPUBufferUsage_CopySrc
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| c.WGPUBufferUsage_CopyDst,
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.size = buf_bytes,
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}) orelse return error.BufferCreate;
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var self: TensorGPU = .{
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.gpu = gpu,
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.buffer = buffer,
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.shape = shape,
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.element_count = element_count,
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.buf_bytes = buf_bytes,
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.operations = try std.ArrayList(Operation).initCapacity(allocator, 8),
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.is_computed = true,
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.allocator = allocator,
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};
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return self;
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}
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pub fn deinit(self: *TensorGPU) void {
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c.wgpuBufferRelease(self.buffer);
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self.operations.deinit();
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}
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pub fn add(self: *TensorGPU, other: *TensorGPU) *TensorGPU {
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self.operations.append(.{ .add = .{ .other = other } }) catch unreachable;
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self.is_computed = false;
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return self;
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}
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pub fn mul(self: *TensorGPU, scalar: f32) *TensorGPU {
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self.operations.append(.{ .mul = .{ .scalar = scalar } }) catch unreachable;
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self.is_computed = false;
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return self;
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}
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pub fn sub(self: *TensorGPU, other: *TensorGPU) *TensorGPU {
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self.operations.append(.{ .sub = .{ .other = other } }) catch unreachable;
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self.is_computed = false;
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return self;
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}
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pub fn compute(self: *TensorGPU) !void {
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if (self.is_computed or self.operations.items.len == 0) return;
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// Allocate ping-pong temp buffer (freed after compute)
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const buf_temp = c.wgpuDeviceCreateBuffer(self.gpu.device, &.{
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.usage = c.WGPUBufferUsage_Storage
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| c.WGPUBufferUsage_CopySrc
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| c.WGPUBufferUsage_CopyDst,
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.size = self.buf_bytes,
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}) orelse return error.TempBuffer;
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defer c.wgpuBufferRelease(buf_temp);
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// Build ONE command encoder for all operations
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const encoder = c.wgpuDeviceCreateCommandEncoder(self.gpu.device, null)
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orelse return error.Encoder;
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defer c.wgpuCommandEncoderRelease(encoder);
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var buf_read = self.buffer; // input
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var buf_write = buf_temp; // output (swap after each op)
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for (self.operations.items) |op| {
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try self.encodeOp(encoder, op, buf_read, buf_write);
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// Swap: output becomes input for next op
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const tmp = buf_read;
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buf_read = buf_write;
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buf_write = tmp;
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}
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// Final result in buf_read; copy back to self.buffer if needed
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if (buf_read != self.buffer) {
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c.wgpuCommandEncoderCopyBufferToBuffer(
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encoder, buf_read, 0, self.buffer, 0, self.buf_bytes,
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);
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}
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const cmdbuf = c.wgpuCommandEncoderFinish(encoder, null)
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orelse return error.CommandBuffer;
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defer c.wgpuCommandBufferRelease(cmdbuf);
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c.wgpuQueueSubmit(self.gpu.queue, 1, &cmdbuf);
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self.operations.clearAndFree();
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self.is_computed = true;
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}
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fn encodeOp(
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self: TensorGPU,
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encoder: c.WGPUCommandEncoder,
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op: Operation,
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buf_in: c.WGPUBuffer,
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buf_out: c.WGPUBuffer,
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) !void {
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const shader_code = switch (op) {
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.add => SHADER_ADD,
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.mul => SHADER_MUL,
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.sub => SHADER_SUB,
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.div => SHADER_DIV,
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};
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var wgsl_src = c.WGPUShaderSourceWGSL{
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.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
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.code = sv(shader_code),
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};
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const shader = c.wgpuDeviceCreateShaderModule(self.gpu.device, &.{
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.nextInChain = @ptrCast(&wgsl_src),
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}) orelse return error.Shader;
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defer c.wgpuShaderModuleRelease(shader);
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const pipeline = c.wgpuDeviceCreateComputePipeline(self.gpu.device, &.{
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.compute = .{ .module = shader, .entryPoint = sv("main") },
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}) orelse return error.Pipeline;
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defer c.wgpuComputePipelineRelease(pipeline);
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// Bind groups depend on operation (binary vs unary)
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const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0);
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defer c.wgpuBindGroupLayoutRelease(bgl);
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var entries: [3]c.WGPUBindGroupEntry = undefined;
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var entry_count: u32 = 2;
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entries[0] = .{ .binding = 0, .buffer = buf_in, .size = self.buf_bytes };
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entries[1] = .{ .binding = 1, .buffer = buf_out, .size = self.buf_bytes };
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if (op == .add or op == .sub) {
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entries[2] = .{
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.binding = 2,
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.buffer = op.add.other.buffer, // or op.sub.other
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.size = self.buf_bytes,
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};
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entry_count = 3;
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}
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const bind_group = c.wgpuDeviceCreateBindGroup(self.gpu.device, &.{
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.layout = bgl,
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.entries = entries[0..entry_count],
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.entryCount = entry_count,
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}) orelse return error.BindGroup;
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defer c.wgpuBindGroupRelease(bind_group);
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const pass = c.wgpuCommandEncoderBeginComputePass(encoder, null);
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c.wgpuComputePassEncoderSetPipeline(pass, pipeline);
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c.wgpuComputePassEncoderSetBindGroup(pass, 0, bind_group, 0, null);
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const workgroups_x = (self.shape[1] + 3) / 4;
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const workgroups_y = (self.shape[0] + 3) / 4;
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c.wgpuComputePassEncoderDispatchWorkgroups(pass, workgroups_x, workgroups_y, 1);
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c.wgpuComputePassEncoderEnd(pass);
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c.wgpuComputePassEncoderRelease(pass);
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}
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};
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// ── Shaders ──────────────────────────────────────────────────────────────────
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const SHADER_ADD =
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\\@group(0) @binding(0) var<storage, read> mat_a : array<f32>;
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\\@group(0) @binding(1) var<storage, read_write> mat_c : array<f32>;
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\\@group(0) @binding(2) var<storage, read> mat_b : array<f32>;
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\\@compute @workgroup_size(4, 4)
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\\fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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\\ let idx = gid.y * 4u + gid.x;
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\\ mat_c[idx] = mat_a[idx] + mat_b[idx];
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\\}
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;
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const SHADER_MUL =
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\\@group(0) @binding(0) var<storage, read> mat_a : array<f32>;
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\\@group(0) @binding(1) var<storage, read_write> mat_c : array<f32>;
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\\fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
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\\ let idx = gid.y * 4u + gid.x;
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\\ mat_c[idx] = mat_a[idx] * 5.0; // hardcoded for demo
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\\}
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;
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// ... SUB, DIV similar
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```
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---
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## Usage
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```zig
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var gpu_alloc = try AllocatorGPU.init(allocator);
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defer gpu_alloc.deinit();
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var m1 = try TensorGPU.init(&gpu_alloc, .{4, 4}, allocator);
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var m2 = try TensorGPU.init(&gpu_alloc, .{4, 4}, allocator);
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defer m1.deinit();
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defer m2.deinit();
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// Chain: lazy, no GPU work yet
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m1.add(m2).mul(5).sub(m1).compute(); // ← NOW executes all at once
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// m1.buffer contains final result
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```
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---
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## Memory Breakdown
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| Buffer | Lifetime | Size | Notes |
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|--------|----------|------|-------|
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| `m1.buffer` | Persistent (user owns) | N×4 bytes | Input + final output |
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| `m2.buffer` | Persistent (user owns) | N×4 bytes | Input (read-only) |
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| `buf_temp` (ping-pong) | compute() scope | N×4 bytes | Allocated/freed per compute() |
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**Max GPU RAM for 3-op chain:** 2×buffer + 1×temp = 3× data size. Not 4×.
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---
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## Key Points
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- **One command buffer:** all ops fused, single GPU submit
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- **Ping-pong:** swap buf_read ↔ buf_write after each op (no extra allocs)
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- **Lazy:** operations queued until `.compute()` called
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- **No intermediate tensors:** user doesn't allocate intermediate results
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- **Per-compute cleanup:** temp buffer freed immediately after execution
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Can now chain 100 ops with same 3-buffer peak.
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