10 Commits
Author SHA1 Message Date
adrien 83ef8bcd12 Renamed ProcessDef to COmputeDef 2026-05-19 21:35:52 +02:00
adrien e467539f6e Renamed GpuProcess to GpuCompute 2026-05-19 21:15:31 +02:00
AdrienBouvais fb2f454c1c Removed unused import 2026-05-19 09:18:26 +02:00
AdrienBouvais 7e1bc387ca Synthax 2026-05-19 09:15:32 +02:00
AdrienBouvais 09e62cf667 Update README and comment for new GpuProcess 2026-05-19 08:00:42 +02:00
AdrienBouvais 62b5224e6e Changed GpuProcess to use a definition
Now GpuProcess isnt limited to 2 in, 1 out but to anything.
2026-05-19 07:54:16 +02:00
AdrienBouvais 44d26feba5 . 2026-05-19 07:41:50 +02:00
AdrienBouvais bfac170936 Added better dependencies info in README 2026-05-19 07:35:08 +02:00
adrien 523a9b69ac .Synthax 2026-05-18 23:21:26 +02:00
adrien 571a9db71f Started to add a mnist Deep Learning example
No reason why, that for the love of the game
2026-05-18 23:11:58 +02:00
12 changed files with 348 additions and 162 deletions
+1
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@@ -1,2 +1,3 @@
.zig-cache .zig-cache
zig-out zig-out
examples/mnist
+68 -10
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@@ -1,6 +1,7 @@
# Minimal Zig WebGPU Compute Library # Minimal Zig WebGPU Compute Library
This is a minimal, self-contained Zig library designed to simplify running compute shaders using WebGPU. It abstracts away much of the boilerplate required for GPU device initialization, memory management, and pipeline execution. This is a minimal, self-contained Zig library designed to simplify running compute shaders using WebGPU.
It abstracts away much of the boilerplate required for GPU device initialization, memory management, and pipeline execution.
## Core Modules ## Core Modules
@@ -9,20 +10,19 @@ The library exports five primary components:
* **`GpuDevice`**: Initializes the WebGPU instance, adapter, device, and queue. It is configured to prioritize high performance and automatically requests the `ShaderF16` feature if the adapter supports it. By default, it enforces a 2 GB VRAM limit. * **`GpuDevice`**: Initializes the WebGPU instance, adapter, device, and queue. It is configured to prioritize high performance and automatically requests the `ShaderF16` feature if the adapter supports it. By default, it enforces a 2 GB VRAM limit.
* **`GpuArena` / `GpuAllocator`**: A memory management layer that tracks allocated VRAM bytes to prevent exceeding the device budget. The arena automatically destroys and releases all tracked WebGPU buffers when deinitialized. * **`GpuArena` / `GpuAllocator`**: A memory management layer that tracks allocated VRAM bytes to prevent exceeding the device budget. The arena automatically destroys and releases all tracked WebGPU buffers when deinitialized.
* **`GpuBuffer`**: Wraps native WebGPU buffers. It automatically aligns buffer sizes forward to a multiple of 4 bytes. It provides a `.load()` method for CPU-to-GPU data transfers (handling both aligned and unaligned lengths smoothly) and a `.read()` method that utilizes a staging buffer to map GPU data back to the CPU. * **`GpuBuffer`**: Wraps native WebGPU buffers. It automatically aligns buffer sizes forward to a multiple of 4 bytes. It provides a `.load()` method for CPU-to-GPU data transfers (handling both aligned and unaligned lengths smoothly) and a `.read()` method that utilizes a staging buffer to map GPU data back to the CPU.
* **`GpuProcess`**: Compiles WGSL source code into a compute pipeline. When running a process, it automatically splits the work into manageable chunks (up to 1 GB at a time) and dispatches workgroups of size 256. * **`GpuCompute`**: Compiles WGSL source code into a compute pipeline. When running, it automatically splits the work into manageable chunks (up to 1 GB at a time) and dispatches workgroups of size 256.
## Quick Start Example ## Quick Start Example
Below is a complete, self-contained example demonstrating how to initialize the GPU, load data, run a compute shader, and read the results back to the CPU: Below is a complete, self-contained example demonstrating how to initialize the GPU, load data, run a compute shader, and read the results back to the CPU:
```zig ```zig
const std = @import("std"); const std = @import("std");
const gpu = @import("gpu"); const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice; const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena; const GpuArena = gpu.GpuArena;
const GpuBuffer = gpu.GpuBuffer; const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess; const GpuCompute = gpu.GpuCompute;
pub fn main(init: std.process.Init) !void { pub fn main(init: std.process.Init) !void {
const allocator = init.gpa; const allocator = init.gpa;
@@ -37,8 +37,16 @@ pub fn main(init: std.process.Init) !void {
const gloc = grena.gpuAllocator(); const gloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline // 3. Load the WGSL compute pipeline
const add_process = try GpuProcess.init(device, @embedFile("shaders/add.wgsl")); const add_cp = try GpuCompute.init(
defer add_process.deinit(); device,
@embedFile("shaders/add.wgsl"),
.{ .bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
} },
);
defer add_cp.deinit();
// 4. Setup CPU data // 4. Setup CPU data
const len: usize = 16; const len: usize = 16;
@@ -53,7 +61,6 @@ pub fn main(init: std.process.Init) !void {
} }
// 5. Initialize raw GPU Buffers // 5. Initialize raw GPU Buffers
// We pass the EnumSet inline using `.initMany` since the Enum itself isn't exported
const byte_size = len * @sizeOf(f16); const byte_size = len * @sizeOf(f16);
const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc })); const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc })); const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
@@ -66,9 +73,8 @@ pub fn main(init: std.process.Init) !void {
try buf_a.load(f16, data_a); try buf_a.load(f16, data_a);
try buf_b.load(f16, data_b); try buf_b.load(f16, data_b);
// 7. Dispatch the Compute Process // 7. Dispatch the Compute
// We pass the data type (f16) to allow GpuProcess to calculate chunks correctly try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
try add_process.run(gloc, f16, buf_a, buf_b, buf_out);
// 8. Map and copy the resulting buffer back to the CPU // 8. Map and copy the resulting buffer back to the CPU
const out = try buf_out.read(allocator, f16); const out = try buf_out.read(allocator, f16);
@@ -81,3 +87,55 @@ pub fn main(init: std.process.Init) !void {
## Dependencies ## Dependencies
* **`wgpu.h`**: The library relies on the WebGPU C API headers to bind to the native system graphics. * **`wgpu.h`**: The library relies on the WebGPU C API headers to bind to the native system graphics.
## System Requirements
Because this library binds to native system graphics APIs via `wgpu-native`,
you must ensure the appropriate development headers and libraries are available on your system before compiling.
### Linux (Vulkan)
You need the Vulkan development headers to compile the project, and a Vulkan-compatible driver to run it.
Depending on your distribution, install the following packages:
* **Ubuntu / Debian:**
```bash
sudo apt update
sudo apt install libvulkan-dev mesa-vulkan-drivers
```
* **Fedora / RHEL:**
```bash
sudo dnf install vulkan-devel mesa-vulkan-drivers
```
* **Arch Linux:**
```bash
sudo pacman -S vulkan-headers vulkan-icd-loader
```
### macOS (Metal)
No extra installation is required.
The build script automatically links against the standard Apple frameworks provided by the Xcode Command Line Tools
(`Metal`, `QuartzCore`, `Foundation`, `CoreGraphics`).
### Windows (DirectX 12)
No extra installation is required.
The build script automatically links against the standard Windows SDK libraries (`d3d12`, `dxgi`, `user32`).
Ensure you have the MSVC build tools installed.
---
## Adding to your project
To use this module in your own Zig project, add it to your `build.zig.zon`:
```bash
zig fetch --save git+https://git.bouvais.lu/adrien/zig-wgpu
```
Then, in your `build.zig`, import and add the module to your executable:
```zig
const zig_wgpu = b.dependency("zig-wgpu", .{
.target = target,
.optimize = optimize,
});
exe.root_module.addImport("gpu", zig_wgpu.module("zig-wgpu"));
```
-1
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@@ -4,7 +4,6 @@ pub fn build(b: *std.Build) !void {
const target = b.standardTargetOptions(.{}); const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{}); const optimize = b.standardOptimizeOption(.{});
// Define the module so other projects can import it
const mod = b.addModule("zig-wgpu", .{ const mod = b.addModule("zig-wgpu", .{
.root_source_file = b.path("src/lib.zig"), .root_source_file = b.path("src/lib.zig"),
.target = target, .target = target,
+13 -7
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@@ -3,7 +3,7 @@ const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice; const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena; const GpuArena = gpu.GpuArena;
const GpuBuffer = gpu.GpuBuffer; const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess; const GpuCompute = gpu.GpuCompute;
pub fn main(init: std.process.Init) !void { pub fn main(init: std.process.Init) !void {
const allocator = init.gpa; const allocator = init.gpa;
@@ -18,8 +18,16 @@ pub fn main(init: std.process.Init) !void {
const gloc = grena.gpuAllocator(); const gloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline // 3. Load the WGSL compute pipeline
const add_process = try GpuProcess.init(device, @embedFile("shaders/add.wgsl")); const add_cp = try GpuCompute.init(
defer add_process.deinit(); device,
@embedFile("shaders/add.wgsl"),
.{ .bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
} },
);
defer add_cp.deinit();
// 4. Setup CPU data // 4. Setup CPU data
const len: usize = 16; const len: usize = 16;
@@ -34,7 +42,6 @@ pub fn main(init: std.process.Init) !void {
} }
// 5. Initialize raw GPU Buffers // 5. Initialize raw GPU Buffers
// We pass the EnumSet inline using `.initMany` since the Enum itself isn't exported
const byte_size = len * @sizeOf(f16); const byte_size = len * @sizeOf(f16);
const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc })); const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc })); const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
@@ -47,9 +54,8 @@ pub fn main(init: std.process.Init) !void {
try buf_a.load(f16, data_a); try buf_a.load(f16, data_a);
try buf_b.load(f16, data_b); try buf_b.load(f16, data_b);
// 7. Dispatch the Compute Process // 7. Dispatch the Compute
// We pass the data type (f16) to allow GpuProcess to calculate chunks correctly try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
try add_process.run(gloc, f16, buf_a, buf_b, buf_out);
// 8. Map and copy the resulting buffer back to the CPU // 8. Map and copy the resulting buffer back to the CPU
const out = try buf_out.read(allocator, f16); const out = try buf_out.read(allocator, f16);
+8 -4
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@@ -4,7 +4,7 @@ const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena; const GpuArena = gpu.GpuArena;
const GpuAllocator = gpu.GpuAllocator; const GpuAllocator = gpu.GpuAllocator;
const GpuBuffer = gpu.GpuBuffer; const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess; const GpuCompute = gpu.GpuCompute;
/// Minimal implementation of a f16 Vector /// Minimal implementation of a f16 Vector
const Vec = struct { const Vec = struct {
@@ -40,13 +40,13 @@ const Vec = struct {
} }
// Changed: gloc is passed by value instead of *GpuAllocator // Changed: gloc is passed by value instead of *GpuAllocator
pub fn run(self: Vec, gloc: GpuAllocator, other: Vec, process: GpuProcess) !Vec { pub fn run(self: Vec, gloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec {
std.debug.assert(self.len == other.len); std.debug.assert(self.len == other.len);
const result = try Vec.initZero(gloc, self.len); const result = try Vec.initZero(gloc, self.len);
errdefer result.deinit(); errdefer result.deinit();
try process.run(gloc, f16, self.buf, other.buf, result.buf); try process.run(gloc, .{ self.buf, other.buf, result.buf });
return result; return result;
} }
@@ -65,7 +65,11 @@ pub fn main(init: std.process.Init) !void {
const gloc = grena.gpuAllocator(); const gloc = grena.gpuAllocator();
const add_pip = try GpuProcess.init(device, @embedFile("shaders/add.wgsl")); const add_pip = try GpuCompute.init(device, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
} });
defer add_pip.deinit(); defer add_pip.deinit();
const allocator = init.gpa; const allocator = init.gpa;
+77
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@@ -0,0 +1,77 @@
// I am using this mnist reduced dataset https://www.kaggle.com/datasets/mohamedgamal07/reduced-mnist
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena;
const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess;
const BATCHSIZE = 10;
const EPOCH = 10;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
const io = init.io;
// 1. Open GPU Device
const device = try GpuDevice.init(.{});
defer device.deinit();
// 2. Create a GPU Arena to manage VRAM
var grena = GpuArena.init(allocator, device);
defer grena.deinit();
const gloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline
const add_process = try GpuProcess.init(device, @embedFile("shaders/add.wgsl"));
defer add_process.deinit();
var train_dir = try std.Io.Dir.cwd().openDir(io, "mnist/train", .{});
var images: [BATCHSIZE * 28 * 28]f16 = undefined;
for (EPOCH) |epoch| {
// Load random images from train dir
train_dir.openDir(io, "0", .{});
for (BATCHSIZE) |i| {
const file = try train_dir.openFile(io, "0.jpg", .{});
images[28 * 28 * i .. 28 * 28 * (i + 1)] = file.read
}
}
// 4. Setup CPU data
const len: usize = 16;
const data_a = try allocator.alloc(f16, len);
defer allocator.free(data_a);
const data_b = try allocator.alloc(f16, len);
defer allocator.free(data_b);
for (0..len) |i| {
data_a[i] = @floatFromInt(i);
data_b[i] = @floatFromInt(len - 1 - i);
}
// 5. Initialize raw GPU Buffers
// We pass the EnumSet inline using `.initMany` since the Enum itself isn't exported
const byte_size = len * @sizeOf(f16);
const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
const buf_out = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
// Note: The buffers are safely tied to the GpuArena which will automatically
// release them at the end. You can also manually call buf_x.deinit() if desired.
// 6. Transfer data from CPU slices to GPU Buffers
try buf_a.load(f16, data_a);
try buf_b.load(f16, data_b);
// 7. Dispatch the Compute Process
// We pass the data type (f16) to allow GpuProcess to calculate chunks correctly
try add_process.run(gloc, f16, buf_a, buf_b, buf_out);
// 8. Map and copy the resulting buffer back to the CPU
const out = try buf_out.read(allocator, f16);
defer allocator.free(out);
std.debug.print("Result: {any}\n", .{out});
}
+2 -7
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@@ -1,11 +1,6 @@
// GpuAllocator.zig
const std = @import("std");
const GpuDevice = @import("GpuDevice.zig"); const GpuDevice = @import("GpuDevice.zig");
const c = @import("utils.zig").c; const c = @import("utils.zig").c;
const GpuAllocator = @This();
/// The function definitions our underlying implementations must satisfy
pub const VTable = struct { pub const VTable = struct {
alloc: *const fn (ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer, alloc: *const fn (ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer,
free: *const fn (ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void, free: *const fn (ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void,
@@ -15,10 +10,10 @@ device: GpuDevice,
ptr: *anyopaque, ptr: *anyopaque,
vtable: *const VTable, vtable: *const VTable,
pub fn allocBuffer(self: GpuAllocator, bytes: u64, usage: c.WGPUBufferUsage) !c.WGPUBuffer { pub fn allocBuffer(self: @This(), bytes: u64, usage: c.WGPUBufferUsage) !c.WGPUBuffer {
return self.vtable.alloc(self.ptr, bytes, usage); return self.vtable.alloc(self.ptr, bytes, usage);
} }
pub fn freeBuffer(self: GpuAllocator, buf_raw: c.WGPUBuffer, size: u64) void { pub fn freeBuffer(self: @This(), buf_raw: c.WGPUBuffer, size: u64) void {
self.vtable.free(self.ptr, buf_raw, size); self.vtable.free(self.ptr, buf_raw, size);
} }
+5 -8
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@@ -1,23 +1,20 @@
// GpuArena.zig
const std = @import("std"); const std = @import("std");
const GpuDevice = @import("GpuDevice.zig"); const GpuDevice = @import("GpuDevice.zig");
const GpuAllocator = @import("GpuAllocator.zig"); const GpuAllocator = @import("GpuAllocator.zig");
const c = @import("utils.zig").c; const c = @import("utils.zig").c;
const GpuArena = @This();
device: GpuDevice, device: GpuDevice,
tracked_buffers: std.AutoHashMap(c.WGPUBuffer, void), tracked_buffers: std.AutoHashMap(c.WGPUBuffer, void),
allocated_vram_bytes: u64 = 0, allocated_vram_bytes: u64 = 0,
pub fn init(cpu_allocator: std.mem.Allocator, device: GpuDevice) GpuArena { pub fn init(cpu_allocator: std.mem.Allocator, device: GpuDevice) @This() {
return .{ return .{
.device = device, .device = device,
.tracked_buffers = .init(cpu_allocator), .tracked_buffers = .init(cpu_allocator),
}; };
} }
pub fn deinit(self: *GpuArena) void { pub fn deinit(self: *@This()) void {
var it = self.tracked_buffers.keyIterator(); var it = self.tracked_buffers.keyIterator();
while (it.next()) |buf_ptr| { while (it.next()) |buf_ptr| {
c.wgpuBufferDestroy(buf_ptr.*); c.wgpuBufferDestroy(buf_ptr.*);
@@ -27,7 +24,7 @@ pub fn deinit(self: *GpuArena) void {
} }
/// Returns the type-erased immutable interface wrapper /// Returns the type-erased immutable interface wrapper
pub fn gpuAllocator(self: *GpuArena) GpuAllocator { pub fn gpuAllocator(self: *@This()) GpuAllocator {
return .{ return .{
.device = self.device, .device = self.device,
.ptr = self, .ptr = self,
@@ -39,7 +36,7 @@ pub fn gpuAllocator(self: *GpuArena) GpuAllocator {
} }
fn alloc(ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer { fn alloc(ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer {
const self: *GpuArena = @ptrCast(@alignCast(ctx)); const self: *@This() = @ptrCast(@alignCast(ctx));
if (bytes > self.device.limits.maxBufferSize) if (bytes > self.device.limits.maxBufferSize)
return error.SingleBufferExceedsLimit; return error.SingleBufferExceedsLimit;
@@ -62,7 +59,7 @@ fn alloc(ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUB
} }
fn free(ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void { fn free(ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void {
const self: *GpuArena = @ptrCast(@alignCast(ctx)); const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_buffers.remove(buf_raw)) { if (self.tracked_buffers.remove(buf_raw)) {
c.wgpuBufferDestroy(buf_raw); c.wgpuBufferDestroy(buf_raw);
+2 -2
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@@ -3,7 +3,7 @@ const c = @import("utils.zig").c;
const GpuAllocator = @import("GpuAllocator.zig"); const GpuAllocator = @import("GpuAllocator.zig");
raw: c.WGPUBuffer, raw: c.WGPUBuffer,
size: u64, // Now tracks the 4-byte aligned size directly size: u64,
usage: c.WGPUBufferUsage, usage: c.WGPUBufferUsage,
gloc: GpuAllocator, gloc: GpuAllocator,
@@ -33,7 +33,7 @@ pub fn init(gloc: GpuAllocator, size: u64, usage: std.EnumSet(BufferUsage)) !@Th
const raw_handle = try gloc.allocBuffer(aligned_size, use); const raw_handle = try gloc.allocBuffer(aligned_size, use);
return .{ return .{
.raw = raw_handle, .raw = raw_handle,
.size = aligned_size, // Expose the aligned size to the rest of the application .size = aligned_size,
.usage = use, .usage = use,
.gloc = gloc, .gloc = gloc,
}; };
+171
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@@ -0,0 +1,171 @@
const c = @import("utils.zig").c;
const sv = @import("utils.zig").sv;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuBuffer = @import("GpuBuffer.zig");
const GpuDevice = @import("GpuDevice.zig");
pub const Binding = struct {
/// Element size in bytes for this binding. E.g. @sizeOf(f32).
/// If 0, no element-based size validation is performed for this buffer.
element_size: u32 = 0,
};
pub const ComputeDef = struct {
bindings: []const Binding,
workgroup_size: u32 = 256,
max_workgroups: u32 = 65535,
/// If true, automatically adds a Uniform Buffer containing `elements_count` as a `u32`
/// to the next available binding slot.
append_info_buffer: bool = true,
};
pip: c.WGPUComputePipeline,
def: ComputeDef,
pub fn init(device: GpuDevice, wgsl: []const u8, def: ComputeDef) !@This() {
var wgsl_src = c.WGPUShaderSourceWGSL{
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
.code = sv(wgsl),
};
const shader = c.wgpuDeviceCreateShaderModule(device.device, &.{
.nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(shader);
const pip = c.wgpuDeviceCreateComputePipeline(device.device, &.{
.compute = .{ .module = shader, .entryPoint = sv("main") },
}) orelse return error.Pipeline;
return .{
.pip = pip,
.def = def,
};
}
pub fn deinit(self: @This()) void {
c.wgpuComputePipelineRelease(self.pip);
}
/// Execute the compute pass with arbitrary buffer bindings via a tuple.
/// Example: `try proc.run(gloc, .{ buf_a, buf_b, buf_out });`
pub fn run(
self: @This(),
gloc: GpuAllocator,
args: anytype,
) !void {
const type_info = @typeInfo(@TypeOf(args));
if (type_info != .@"struct" or !type_info.@"struct".is_tuple)
@compileError("Expected a tuple of GpuBuffers for args. E.g. .{ buf_a, buf_b }");
const fields = type_info.@"struct".fields;
if (fields.len != self.def.bindings.len)
return error.InvalidArgumentCount;
var elements_count: u32 = 0;
// Infer elements_count from the first arg with a defined element_size
inline for (fields, 0..) |field, i| {
if (elements_count == 0) {
const buf = @field(args, field.name);
const el_size = self.def.bindings[i].element_size;
if (el_size > 0) {
elements_count = @intCast(buf.size / el_size);
}
}
}
// Validate runtime buffer sizes before dispatching
inline for (fields, 0..) |field, i| {
const buf = @field(args, field.name);
const el_size = self.def.bindings[i].element_size;
if (el_size > 0) {
const expected_min_bytes = @as(u64, elements_count) * el_size;
if (buf.size < expected_min_bytes)
return error.BufferTooSmall;
}
}
var entries_buf: [32]c.WGPUBindGroupEntry = undefined;
var entry_count: usize = 0;
// Unpack tuple into WebGPU BindGroupEntries
inline for (fields, 0..) |field, i| {
const buf = @field(args, field.name);
if (@TypeOf(buf) != GpuBuffer) {
@compileError("All arguments in the tuple must be of type GpuBuffer");
}
entries_buf[entry_count] = .{
.binding = @intCast(i),
.buffer = buf.raw,
.offset = 0,
.size = buf.size, // Size exposes the fully allocated length
};
entry_count += 1;
}
// Optional uniform dispatch buffer appended at the end
var info_buf: ?GpuBuffer = null;
defer if (info_buf) |b| b.deinit();
if (self.def.append_info_buffer) {
info_buf = try GpuBuffer.init(
gloc,
@sizeOf(u32),
.initMany(&.{ .Uniform, .CopyDst }),
);
c.wgpuQueueWriteBuffer(gloc.device.queue, info_buf.?.raw, 0, &elements_count, @sizeOf(u32));
entries_buf[entry_count] = .{
.binding = @intCast(entry_count),
.buffer = info_buf.?.raw,
.offset = 0,
.size = @sizeOf(u32),
};
entry_count += 1;
}
const entries = entries_buf[0..entry_count];
try submitPass(gloc, self.pip, entries, elements_count, self.def.workgroup_size, self.def.max_workgroups);
}
fn submitPass(
gloc: GpuAllocator,
pipeline: c.WGPUComputePipeline,
entries: []const c.WGPUBindGroupEntry,
n: usize,
workgroup_size: u32,
max_workgroups: u32,
) !void {
if (n == 0) return;
const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0);
defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
.layout = bgl,
.entries = entries.ptr,
.entryCount = entries.len,
}) orelse return error.BindGroup;
defer c.wgpuBindGroupRelease(bg);
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
const pass = c.wgpuCommandEncoderBeginComputePass(enc, null);
c.wgpuComputePassEncoderSetPipeline(pass, pipeline);
c.wgpuComputePassEncoderSetBindGroup(pass, 0, bg, 0, null);
const desired_workgroups = ceilDiv(n, workgroup_size);
const dispatch_count = @min(desired_workgroups, max_workgroups);
c.wgpuComputePassEncoderDispatchWorkgroups(pass, @intCast(dispatch_count), 1, 1);
c.wgpuComputePassEncoderEnd(pass);
c.wgpuComputePassEncoderRelease(pass);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
}
fn ceilDiv(n: usize, d: usize) usize {
return (n + d - 1) / d;
}
-122
View File
@@ -1,122 +0,0 @@
/// GpuProcess is just a pipeline with 2 inpout and 1 output
/// for now, to see if I make it a bit more generic
///
const std = @import("std");
const c = @import("utils.zig").c;
const sv = @import("utils.zig").sv;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuBuffer = @import("GpuBuffer.zig");
const GpuDevice = @import("GpuDevice.zig");
pip: c.WGPUComputePipeline,
pub fn init(device: GpuDevice, wgsl: []const u8) !@This() {
var wgsl_src = c.WGPUShaderSourceWGSL{
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
.code = sv(wgsl),
};
const shader = c.wgpuDeviceCreateShaderModule(device.device, &.{
.nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(shader);
return .{ .pip = c.wgpuDeviceCreateComputePipeline(device.device, &.{
.compute = .{ .module = shader, .entryPoint = sv("main") },
}) orelse return error.Pipeline };
}
pub fn deinit(self: @This()) void {
c.wgpuComputePipelineRelease(self.pip);
}
fn onMapped(
status: c.WGPUMapAsyncStatus,
_: c.WGPUStringView,
userdata1: ?*anyopaque,
_: ?*anyopaque,
) callconv(.c) void {
const flag: *bool = @ptrCast(@alignCast(userdata1.?));
flag.* = (status == c.WGPUMapAsyncStatus_Success);
}
// Changed: gloc is passed by value instead of *GpuAllocator
pub fn run(
self: @This(),
gloc: GpuAllocator,
T: type,
buf_a: GpuBuffer,
buf_b: GpuBuffer,
buf_out: GpuBuffer,
) !void {
const max_chunk_bytes: u64 = 1024 * 1024 * 1024; // 1 GB
const bytes = buf_a.size;
var offset: u64 = 0;
while (offset < bytes) {
const current_chunk_bytes = @min(max_chunk_bytes, bytes - offset);
const current_chunk_elements: u32 = @intCast(current_chunk_bytes / @sizeOf(T));
const info_buf = try GpuBuffer.init(
gloc,
@sizeOf(u32),
.initMany(&.{ .Uniform, .CopyDst }),
);
defer info_buf.deinit();
c.wgpuQueueWriteBuffer(gloc.device.queue, info_buf.raw, 0, &current_chunk_elements, @sizeOf(u32));
const entries = [_]c.WGPUBindGroupEntry{
.{ .binding = 0, .buffer = buf_a.raw, .offset = offset, .size = current_chunk_bytes },
.{ .binding = 1, .buffer = buf_b.raw, .offset = offset, .size = current_chunk_bytes },
.{ .binding = 2, .buffer = buf_out.raw, .offset = offset, .size = current_chunk_bytes },
.{ .binding = 3, .buffer = info_buf.raw, .offset = 0, .size = @sizeOf(u32) },
};
try submitPass(gloc, self.pip, &entries, current_chunk_elements);
offset += current_chunk_bytes;
}
}
// Changed: gloc is passed by value instead of *GpuAllocator
fn submitPass(
gloc: GpuAllocator,
pipeline: c.WGPUComputePipeline,
entries: []const c.WGPUBindGroupEntry,
n: usize,
) !void {
const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0);
defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
.layout = bgl,
.entries = entries.ptr,
.entryCount = entries.len,
}) orelse return error.BindGroup;
defer c.wgpuBindGroupRelease(bg);
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse
return error.Encoder;
const pass = c.wgpuCommandEncoderBeginComputePass(enc, null);
c.wgpuComputePassEncoderSetPipeline(pass, pipeline);
c.wgpuComputePassEncoderSetBindGroup(pass, 0, bg, 0, null);
const WORKGROUP_SIZE = 256;
const MAX_WORKGROUPS = 65535;
const desired_workgroups = ceilDiv(n, WORKGROUP_SIZE);
const dispatch_count = @min(desired_workgroups, MAX_WORKGROUPS);
c.wgpuComputePassEncoderDispatchWorkgroups(pass, @intCast(dispatch_count), 1, 1);
c.wgpuComputePassEncoderEnd(pass);
c.wgpuComputePassEncoderRelease(pass);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
}
fn ceilDiv(n: usize, d: usize) usize {
return (n + d - 1) / d;
}
+1 -1
View File
@@ -2,4 +2,4 @@ pub const GpuAllocator = @import("GpuAllocator.zig");
pub const GpuArena = @import("GpuArena.zig"); pub const GpuArena = @import("GpuArena.zig");
pub const GpuBuffer = @import("GpuBuffer.zig"); pub const GpuBuffer = @import("GpuBuffer.zig");
pub const GpuDevice = @import("GpuDevice.zig"); pub const GpuDevice = @import("GpuDevice.zig");
pub const GpuProcess = @import("GpuProcess.zig"); pub const GpuCompute = @import("GpuCompute.zig");