14 Commits
Author SHA1 Message Date
adrien fc57bee3af Created GpuPrimitiveTolopogy to replace c.WGPUPrimitiveTopology 2026-05-20 09:37:46 +02:00
adrien bcb1b1e98b GpuRender now take a GpuTextureFormat and not a c.WGPUTextureFormat 2026-05-20 09:24:37 +02:00
adrien 32f5d2b828 Added GpuTexture tied to arena like buffer 2026-05-20 09:14:54 +02:00
adrien ad3fcf2592 Basic working circle render pipeline 2026-05-19 21:58:14 +02:00
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
18 changed files with 1119 additions and 185 deletions
+1
View File
@@ -1,2 +1,3 @@
.zig-cache .zig-cache
zig-out zig-out
examples/mnist
+68 -10
View File
@@ -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"));
```
+35 -1
View File
@@ -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,
@@ -57,4 +56,39 @@ pub fn build(b: *std.Build) !void {
const run_cmd = b.addRunArtifact(exe); const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step); run_step.dependOn(&run_cmd.step);
} }
const exe = b.addExecutable(.{
.name = "circle",
.root_module = b.createModule(.{
.root_source_file = b.path("src/circle.zig"),
.target = target,
.optimize = optimize,
.imports = &.{},
}),
});
exe.root_module.addIncludePath(b.path("libs/wgpu-native/include"));
exe.root_module.addLibraryPath(b.path("libs/wgpu-native/lib"));
exe.root_module.addObjectFile(b.path("libs/wgpu-native/lib/libwgpu_native.a"));
// Platform-specific system frameworks needed by wgpu-native
if (t.os.tag == .macos) {
exe.root_module.linkFramework("Metal", .{});
exe.root_module.linkFramework("QuartzCore", .{});
exe.root_module.linkFramework("Foundation", .{});
exe.root_module.linkFramework("CoreGraphics", .{});
} else if (t.os.tag == .windows) {
exe.root_module.linkSystemLibrary("d3d12", .{});
exe.root_module.linkSystemLibrary("dxgi", .{});
exe.root_module.linkSystemLibrary("user32", .{});
} else {
exe.root_module.linkSystemLibrary("vulkan", .{});
exe.root_module.linkSystemLibrary("gcc_s", .{});
}
b.installArtifact(exe);
const run_step = b.step("circle", "Run circle");
const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step);
} }
+4
View File
File diff suppressed because one or more lines are too long
+13 -7
View File
@@ -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
View File
@@ -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
View File
@@ -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});
}
+16 -11
View File
@@ -1,24 +1,29 @@
// 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, allocBuffer: *const fn (ctx: *anyopaque, desc: c.WGPUBufferDescriptor) anyerror!c.WGPUBuffer,
free: *const fn (ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void, freeBuffer: *const fn (ctx: *anyopaque, buf_raw: c.WGPUBuffer) void,
allocTexture: *const fn (ctx: *anyopaque, desc: c.WGPUTextureDescriptor) anyerror!c.WGPUTexture,
freeTexture: *const fn (ctx: *anyopaque, buf_raw: c.WGPUTexture) void,
}; };
device: GpuDevice, 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(), desc: c.WGPUBufferDescriptor) !c.WGPUBuffer {
return self.vtable.alloc(self.ptr, bytes, usage); return self.vtable.allocBuffer(self.ptr, desc);
} }
pub fn freeBuffer(self: GpuAllocator, buf_raw: c.WGPUBuffer, size: u64) void { pub fn freeBuffer(self: @This(), buf_raw: c.WGPUBuffer) void {
self.vtable.free(self.ptr, buf_raw, size); self.vtable.freeBuffer(self.ptr, buf_raw);
}
pub fn allocTexture(self: @This(), desc: c.WGPUTextureDescriptor) !c.WGPUTexture {
return self.vtable.allocTexture(self.ptr, desc);
}
pub fn freeTexture(self: @This(), buf_raw: c.WGPUTexture) void {
self.vtable.freeTexture(self.ptr, buf_raw);
} }
+60 -25
View File
@@ -1,72 +1,107 @@
// 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 GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
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, c.WGPUBufferDescriptor),
tracked_textures: std.AutoHashMap(c.WGPUTexture, c.WGPUTextureDescriptor),
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),
.tracked_textures = .init(cpu_allocator),
}; };
} }
pub fn deinit(self: *GpuArena) void { pub fn deinit(self: *@This()) void {
var it = self.tracked_buffers.keyIterator(); var it_buffer = self.tracked_buffers.keyIterator();
while (it.next()) |buf_ptr| { while (it_buffer.next()) |buf_ptr| {
c.wgpuBufferDestroy(buf_ptr.*); c.wgpuBufferDestroy(buf_ptr.*);
c.wgpuBufferRelease(buf_ptr.*); c.wgpuBufferRelease(buf_ptr.*);
} }
self.tracked_buffers.deinit(); self.tracked_buffers.deinit();
var it_texture = self.tracked_textures.keyIterator();
while (it_texture.next()) |tex_ptr|
c.wgpuTextureRelease(tex_ptr.*);
self.tracked_textures.deinit();
} }
/// 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,
.vtable = &.{ .vtable = &.{
.alloc = alloc, .allocBuffer = allocBuffer,
.free = free, .freeBuffer = freeBuffer,
.allocTexture = allocTexture,
.freeTexture = freeTexture,
}, },
}; };
} }
fn alloc(ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer { fn allocBuffer(ctx: *anyopaque, desc: c.WGPUBufferDescriptor) anyerror!c.WGPUBuffer {
const self: *GpuArena = @ptrCast(@alignCast(ctx)); const self: *@This() = @ptrCast(@alignCast(ctx));
if (bytes > self.device.limits.maxBufferSize) if (desc.size > self.device.limits.maxBufferSize)
return error.SingleBufferExceedsLimit; return error.SingleBufferExceedsLimit;
if (bytes + self.allocated_vram_bytes > self.device.config.vram_bytes_limit) if (desc.size + self.allocated_vram_bytes > self.device.config.vram_bytes_limit)
return error.ExceedsVramBudget; return error.ExceedsVramBudget;
const buf = c.wgpuDeviceCreateBuffer(self.device.device, &.{ const buf = c.wgpuDeviceCreateBuffer(self.device.device, &desc) orelse return error.BufferAlloc;
.usage = usage,
.size = bytes,
}) orelse return error.BufferAlloc;
errdefer { errdefer {
c.wgpuBufferDestroy(buf); c.wgpuBufferDestroy(buf);
c.wgpuBufferRelease(buf); c.wgpuBufferRelease(buf);
} }
try self.tracked_buffers.put(buf, {}); try self.tracked_buffers.put(buf, desc);
self.allocated_vram_bytes += bytes; self.allocated_vram_bytes += desc.size;
return buf; return buf;
} }
fn free(ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void { fn freeBuffer(ctx: *anyopaque, buf_raw: c.WGPUBuffer) void {
const self: *GpuArena = @ptrCast(@alignCast(ctx)); const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_buffers.remove(buf_raw)) { if (self.tracked_buffers.fetchRemove(buf_raw)) |kv| {
c.wgpuBufferDestroy(buf_raw); c.wgpuBufferDestroy(buf_raw);
c.wgpuBufferRelease(buf_raw); c.wgpuBufferRelease(buf_raw);
self.allocated_vram_bytes -= size; self.allocated_vram_bytes -= kv.value.size;
}
}
fn allocTexture(ctx: *anyopaque, desc: c.WGPUTextureDescriptor) anyerror!c.WGPUTexture {
const self: *@This() = @ptrCast(@alignCast(ctx));
const format: GpuTextureFormat = @enumFromInt(desc.format);
const bytes_size = desc.size.width * desc.size.height * format.bytesPerPixel();
if (bytes_size > self.device.limits.maxBufferSize)
return error.SingleBufferExceedsLimit;
if (bytes_size + self.allocated_vram_bytes > self.device.config.vram_bytes_limit)
return error.ExceedsVramBudget;
const texture = c.wgpuDeviceCreateTexture(self.device.device, &desc) orelse return error.Texture;
try self.tracked_textures.put(texture, desc);
self.allocated_vram_bytes += bytes_size;
return texture;
}
fn freeTexture(ctx: *anyopaque, texture_raw: c.WGPUTexture) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_textures.fetchRemove(texture_raw)) |kv| {
c.wgpuTextureRelease(texture_raw);
const desc = kv.value;
const format: GpuTextureFormat = @enumFromInt(desc.format);
const bytes_size = desc.size.width * desc.size.height * format.bytesPerPixel();
self.allocated_vram_bytes -= bytes_size;
} }
} }
+4 -4
View File
@@ -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,
@@ -30,10 +30,10 @@ pub fn init(gloc: GpuAllocator, size: u64, usage: std.EnumSet(BufferUsage)) !@Th
// Automatically align the buffer size forward to a multiple of 4 bytes under the hood // Automatically align the buffer size forward to a multiple of 4 bytes under the hood
const aligned_size = std.mem.alignForward(u64, size, 4); const aligned_size = std.mem.alignForward(u64, size, 4);
const raw_handle = try gloc.allocBuffer(aligned_size, use); const raw_handle = try gloc.allocBuffer(.{ .size = aligned_size, .usage = 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,
}; };
@@ -41,7 +41,7 @@ pub fn init(gloc: GpuAllocator, size: u64, usage: std.EnumSet(BufferUsage)) !@Th
/// Unregisters from the parent GpuAllocator and cleanly destroys GPU resources /// Unregisters from the parent GpuAllocator and cleanly destroys GPU resources
pub fn deinit(self: @This()) void { pub fn deinit(self: @This()) void {
self.gloc.freeBuffer(self.raw, self.size); self.gloc.freeBuffer(self.raw);
} }
/// Native getConstMappedRange wrapper /// Native getConstMappedRange wrapper
+171
View File
@@ -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;
}
+178
View File
@@ -0,0 +1,178 @@
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");
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
pub const Binding = struct {
element_size: u32 = 0,
};
pub const RenderDef = struct {
bindings: []const Binding = &.{},
/// The surface texture format we are rendering to (e.g., BGRA8Unorm)
texture_format: GpuTextureFormat,
/// The names of the entry points inside your WGSL code
vertex_entry: []const u8 = "vs_main",
fragment_entry: []const u8 = "fs_main",
/// Primitive topology, default to triangle list
topology: GpuPrimitiveTopology = .TriangleList,
};
const GpuPrimitiveTopology = enum(c_uint) {
Undefined = 0x00000000,
PointList = 0x00000001,
LineList = 0x00000002,
LineStrip = 0x00000003,
TriangleList = 0x00000004,
TriangleStrip = 0x00000005,
Force32 = 0x7FFFFFFF,
};
pip: c.WGPURenderPipeline,
def: RenderDef,
pub fn init(device: GpuDevice, wgsl: []const u8, def: RenderDef) !@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);
// 1. Setup the Color Target State (where the fragment shader outputs)
const blend = c.WGPUBlendState{
.color = .{ .operation = c.WGPUBlendOperation_Add, .srcFactor = c.WGPUBlendFactor_SrcAlpha, .dstFactor = c.WGPUBlendFactor_OneMinusSrcAlpha },
.alpha = .{ .operation = c.WGPUBlendOperation_Add, .srcFactor = c.WGPUBlendFactor_One, .dstFactor = c.WGPUBlendFactor_Zero },
};
const color_target = c.WGPUColorTargetState{
.format = @intFromEnum(def.texture_format),
.blend = &blend,
.writeMask = c.WGPUColorWriteMask_All,
};
// 2. Setup the Fragment State
const fragment_state = c.WGPUFragmentState{
.module = shader,
.entryPoint = sv(def.fragment_entry),
.targetCount = 1,
.targets = &color_target,
};
// 3. Compile the Complete Render Pipeline
const pip = c.wgpuDeviceCreateRenderPipeline(device.device, &.{
.vertex = .{
.module = shader,
.entryPoint = sv(def.vertex_entry),
},
.primitive = .{
.topology = @intFromEnum(def.topology),
.stripIndexFormat = c.WGPUIndexFormat_Undefined,
.frontFace = c.WGPUFrontFace_CCW,
.cullMode = c.WGPUCullMode_None,
},
.multisample = .{
.count = 1,
.mask = 0xFFFFFFFF,
.alphaToCoverageEnabled = 0,
},
.fragment = &fragment_state,
}) orelse return error.Pipeline;
return .{
.pip = pip,
.def = def,
};
}
pub fn deinit(self: @This()) void {
c.wgpuRenderPipelineRelease(self.pip);
}
/// Execute the render pass targeting a specific frame texture view.
/// Passes bind groups via a tuple exactly like your original compute setup.
pub fn draw(
self: @This(),
gloc: GpuAllocator,
target_view: c.WGPUTextureView,
vertex_count: u32,
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. .{ uniform_buf }");
const fields = type_info.@"struct".fields;
if (fields.len != self.def.bindings.len)
return error.InvalidArgumentCount;
var entries_buf: [32]c.WGPUBindGroupEntry = undefined;
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[i] = .{
.binding = @intCast(i),
.buffer = buf.raw,
.offset = 0,
.size = buf.size,
};
}
const entries = entries_buf[0..fields.len];
// Create Render Bind Group from layout
const bgl = c.wgpuRenderPipelineGetBindGroupLayout(self.pip, 0);
defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
.layout = bgl,
.entries = entries.ptr,
.entryCount = @intCast(entries.len),
}) orelse return error.BindGroup;
defer c.wgpuBindGroupRelease(bg);
// Encode Render Command
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
defer c.wgpuCommandEncoderRelease(enc);
const color_attachment = c.WGPURenderPassColorAttachment{
.view = target_view,
.resolveTarget = null,
.loadOp = c.WGPULoadOp_Clear,
.storeOp = c.WGPUStoreOp_Store,
.clearValue = .{ .r = 0.1, .g = 0.1, .b = 0.1, .a = 1.0 },
.depthSlice = c.WGPU_DEPTH_SLICE_UNDEFINED,
};
const pass_desc = c.WGPURenderPassDescriptor{
.colorAttachmentCount = 1,
.colorAttachments = &color_attachment,
.depthStencilAttachment = null,
};
const pass = c.wgpuCommandEncoderBeginRenderPass(enc, &pass_desc);
c.wgpuRenderPassEncoderSetPipeline(pass, self.pip);
if (fields.len > 0) {
c.wgpuRenderPassEncoderSetBindGroup(pass, 0, bg, 0, null);
}
// Draw! (Instead of Compute Dispatch)
c.wgpuRenderPassEncoderDraw(pass, vertex_count, 1, 0, 0);
c.wgpuRenderPassEncoderEnd(pass);
c.wgpuRenderPassEncoderRelease(pass);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
}
+137
View File
@@ -0,0 +1,137 @@
const std = @import("std");
const c = @import("utils.zig").c;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
const TextureUsage = enum(u64) {
None = 0x0000000000000000,
CopySrc = 0x0000000000000001,
CopyDst = 0x0000000000000002,
TextureBinding = 0x0000000000000004,
StorageBinding = 0x0000000000000008,
RenderAttachment = 0x0000000000000010,
TransientAttachment = 0x0000000000000020,
};
raw: c.WGPUTexture,
size: c.WGPUExtent3D,
usage: c.WGPUTextureUsage,
format: GpuTextureFormat,
gloc: GpuAllocator,
/// Allocates the underlying WebGPU handle and registers it to the parent GpuAllocator
pub fn init(gloc: GpuAllocator, format: GpuTextureFormat, size: c.WGPUExtent3D, usage: std.EnumSet(TextureUsage)) !@This() {
var use: u64 = 0;
var iter = usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
const desc = c.WGPUTextureDescriptor{
.usage = use,
.dimension = c.WGPUTextureDimension_2D,
.size = size,
.format = @intFromEnum(format),
.mipLevelCount = 1,
.sampleCount = 1,
};
const raw = try gloc.allocTexture(desc);
return .{ .gloc = gloc, .raw = raw, .size = size, .format = format, .usage = use };
}
/// Unregisters from the parent GpuAllocator and cleanly destroys GPU resources
pub fn deinit(self: @This()) void {
self.gloc.freeTexture(self.raw);
}
/// Native getConstMappedRange wrapper
pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
return c.wgpuBufferGetConstMappedRange(self.raw, offset, size);
}
/// Native mapAsync wrapper
pub fn mapAsync(
self: @This(),
mode: c.WGPUMapMode,
offset: u64,
size: u64,
callback_info: c.WGPUBufferMapCallbackInfo,
) void {
_ = c.wgpuBufferMapAsync(self.raw, mode, offset, size, callback_info);
}
/// Native unmap wrapper
pub fn unmap(self: @This()) void {
c.wgpuBufferUnmap(self.raw);
}
/// CPU to GPU.
pub fn load(
self: @This(),
T: type,
data: []const T,
) !void {
const bytes = data.len * @sizeOf(T);
if (bytes == self.size) {
// Aligned path: direct download
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, self.size);
} else {
// Unaligned path: Split the write into an aligned chunk and a padded remainder
// to support arbitrary lengths without any allocations or large stack arrays.
const aligned_part = (bytes / 4) * 4;
if (aligned_part > 0) {
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, aligned_part);
}
var remainder_buf: [4]u8 = .{ 0, 0, 0, 0 };
const data_bytes = std.mem.sliceAsBytes(data);
@memcpy(remainder_buf[0 .. bytes - aligned_part], data_bytes[aligned_part..bytes]);
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, aligned_part, &remainder_buf, 4);
}
}
pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const out = try alloc.alloc(T, @divExact(self.size, @sizeOf(T)));
const staging = try init(
self.gloc,
self.size,
.initMany(&.{ .MapRead, .CopyDst }),
);
defer staging.deinit();
const enc = c.wgpuDeviceCreateCommandEncoder(self.gloc.device.device, null) orelse return error.Encoder;
c.wgpuCommandEncoderCopyBufferToBuffer(enc, self.raw, 0, staging.raw, 0, self.size);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(self.gloc.device.queue, 1, &cmd);
var mapped = false;
staging.mapAsync(
c.WGPUMapMode_Read,
0,
self.size,
.{ .callback = onMapped, .userdata1 = &mapped },
);
while (!mapped) self.gloc.device.poll();
const ptr: [*]const T = @ptrCast(@alignCast(
staging.getConstMappedRange(0, self.size),
));
@memcpy(out[0..out.len], ptr[0..out.len]);
staging.unmap();
return out;
}
fn onMapped(
status: c.WGPUMapAsyncStatus,
_: c.WGPUStringView,
userdata1: ?*anyopaque,
_: ?*anyopaque,
) callconv(.c) void {
const flag: *bool = @ptrCast(@alignCast(userdata1.?));
flag.* = (status == c.WGPUMapAsyncStatus_Success);
}
+112
View File
@@ -0,0 +1,112 @@
const std = @import("std");
const gpu = @import("lib.zig");
const c = @import("utils.zig").c;
const sv = @import("utils.zig").sv;
const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena;
const GpuBuffer = gpu.GpuBuffer;
const GpuRender = gpu.GpuRender;
const GpuTexture = gpu.GpuTexture;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
// 1. Open the raw headless GPU Device you shared
const device = try GpuDevice.init(.{});
defer device.deinit();
var grena = GpuArena.init(allocator, device);
defer grena.deinit();
const gloc = grena.gpuAllocator();
const width: u32 = 512;
const height: u32 = 512;
// 2. Load our Render Pipeline (Procedural Triangle Strip)
const circle_rp = try GpuRender.init(
device,
@embedFile("shaders/circle.wgsl"),
.{
.bindings = &.{},
.texture_format = .RGBA8Unorm,
.topology = .TriangleStrip,
},
);
defer circle_rp.deinit();
// 3. Create the offscreen VRAM texture to render into
const texture = try GpuTexture.init(
gloc,
.RGBA8Unorm,
.{ .width = width, .height = height, .depthOrArrayLayers = 1 },
.initMany(&.{ .RenderAttachment, .CopySrc }),
);
defer texture.deinit();
const target_view = c.wgpuTextureCreateView(texture.raw, null) orelse return error.View;
defer c.wgpuTextureViewRelease(target_view);
// 4. Create a staging buffer to pull pixels from VRAM to CPU
// 4 bytes per pixel (RGBA8)
const row_bytes = width * 4;
const buffer_bytes = row_bytes * height;
// Create a regular GpuBuffer set up to receive texture copy transfers
const cpu_staging_buf = try GpuBuffer.init(gloc, buffer_bytes, .initMany(&.{ .CopyDst, .CopySrc }));
// 5. Draw the Circle Frame into the texture view!
try circle_rp.draw(gloc, target_view, 4, .{});
// 6. Copy the texture data into our CPU staging buffer
const enc = c.wgpuDeviceCreateCommandEncoder(device.device, null) orelse return error.Encoder;
defer c.wgpuCommandEncoderRelease(enc);
const src_copy = c.WGPUTexelCopyTextureInfo{
.texture = texture.raw,
.mipLevel = 0,
.origin = .{ .x = 0, .y = 0, .z = 0 },
.aspect = c.WGPUTextureAspect_All,
};
const dst_copy = c.WGPUTexelCopyBufferInfo{
.buffer = cpu_staging_buf.raw,
.layout = .{
.offset = 0,
.bytesPerRow = row_bytes,
.rowsPerImage = height,
},
};
const copy_size = c.WGPUExtent3D{ .width = width, .height = height, .depthOrArrayLayers = 1 };
c.wgpuCommandEncoderCopyTextureToBuffer(enc, &src_copy, &dst_copy, &copy_size);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(device.queue, 1, &cmd);
// 7. Map and read the raw image bytes back to CPU
// (This uses whatever slice-reading helpers your `GpuBuffer` wrapper provides)
const pixels = try cpu_staging_buf.read(allocator, u8);
defer allocator.free(pixels);
// Now you have the raw binary image data! Let's output a simple Netpbm PPM image file
// so you can actually open and look at your rendered circle.
try savePpm(init.io, "circle.ppm", width, height, pixels);
std.debug.print("Successfully rendered circle to circle.ppm!\n", .{});
}
fn savePpm(io: std.Io, filename: []const u8, w: u32, h: u32, rgba_pixels: []const u8) !void {
const file = try std.Io.Dir.cwd().createFile(io, filename, .{});
defer file.close(io);
var buf: [255]u8 = undefined;
var writer = file.writer(io, &buf);
// PPM Header: P6 format means raw RGB bytes
try writer.interface.print("P6\n{d} {d}\n255\n", .{ w, h });
// Strip Alpha channel when writing out to standard RGB PPM format
var i: usize = 0;
while (i < rgba_pixels.len) : (i += 4) {
try writer.interface.writeAll(rgba_pixels[i .. i + 3]);
}
}
+172 -1
View File
@@ -2,4 +2,175 @@ 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");
pub const GpuRender = @import("GpuRender.zig");
pub const GpuTexture = @import("GpuTexture.zig");
pub const GpuTextureFormat = enum(c_uint) {
Undefined = 0,
R8Unorm = 1,
R8Snorm = 2,
R8Uint = 3,
R8Sint = 4,
R16Unorm = 5,
R16Snorm = 6,
R16Uint = 7,
R16Sint = 8,
R16Float = 9,
RG8Unorm = 10,
RG8Snorm = 11,
RG8Uint = 12,
RG8Sint = 13,
R32Float = 14,
R32Uint = 15,
R32Sint = 16,
RG16Unorm = 17,
RG16Snorm = 18,
RG16Uint = 19,
RG16Sint = 20,
RG16Float = 21,
RGBA8Unorm = 22,
RGBA8UnormSrgb = 23,
RGBA8Snorm = 24,
RGBA8Uint = 25,
RGBA8Sint = 26,
BGRA8Unorm = 27,
BGRA8UnormSrgb = 28,
RGB10A2Uint = 29,
RGB10A2Unorm = 30,
RG11B10Ufloat = 31,
RGB9E5Ufloat = 32,
RG32Float = 33,
RG32Uint = 34,
RG32Sint = 35,
RGBA16Unorm = 36,
RGBA16Snorm = 37,
RGBA16Uint = 38,
RGBA16Sint = 39,
RGBA16Float = 40,
RGBA32Float = 41,
RGBA32Uint = 42,
RGBA32Sint = 43,
Stencil8 = 44,
Depth16Unorm = 45,
Depth24Plus = 46,
Depth24PlusStencil8 = 47,
Depth32Float = 48,
Depth32FloatStencil8 = 49,
BC1RGBAUnorm = 50,
BC1RGBAUnormSrgb = 51,
BC2RGBAUnorm = 52,
BC2RGBAUnormSrgb = 53,
BC3RGBAUnorm = 54,
BC3RGBAUnormSrgb = 55,
BC4RUnorm = 56,
BC4RSnorm = 57,
BC5RGUnorm = 58,
BC5RGSnorm = 59,
BC6HRGBUfloat = 60,
BC6HRGBFloat = 61,
BC7RGBAUnorm = 62,
BC7RGBAUnormSrgb = 63,
ETC2RGB8Unorm = 64,
ETC2RGB8UnormSrgb = 65,
ETC2RGB8A1Unorm = 66,
ETC2RGB8A1UnormSrgb = 67,
ETC2RGBA8Unorm = 68,
ETC2RGBA8UnormSrgb = 69,
EACR11Unorm = 70,
EACR11Snorm = 71,
EACRG11Unorm = 72,
EACRG11Snorm = 73,
ASTC4x4Unorm = 74,
ASTC4x4UnormSrgb = 75,
ASTC5x4Unorm = 76,
ASTC5x4UnormSrgb = 77,
ASTC5x5Unorm = 78,
ASTC5x5UnormSrgb = 79,
ASTC6x5Unorm = 80,
ASTC6x5UnormSrgb = 81,
ASTC6x6Unorm = 82,
ASTC6x6UnormSrgb = 83,
ASTC8x5Unorm = 84,
ASTC8x5UnormSrgb = 85,
ASTC8x6Unorm = 86,
ASTC8x6UnormSrgb = 87,
ASTC8x8Unorm = 88,
ASTC8x8UnormSrgb = 89,
ASTC10x5Unorm = 90,
ASTC10x5UnormSrgb = 91,
ASTC10x6Unorm = 92,
ASTC10x6UnormSrgb = 93,
ASTC10x8Unorm = 94,
ASTC10x8UnormSrgb = 95,
ASTC10x10Unorm = 96,
ASTC10x10UnormSrgb = 97,
ASTC12x10Unorm = 98,
ASTC12x10UnormSrgb = 99,
ASTC12x12Unorm = 100,
ASTC12x12UnormSrgb = 101,
Force32 = 2147483647,
pub fn bytesPerPixel(format: GpuTextureFormat) u32 {
return switch (format) {
// 8-bit formats (1 byte)
.R8Unorm, .R8Snorm, .R8Uint, .R8Sint, .Stencil8 => 1,
// 16-bit formats (2 bytes)
.R16Unorm,
.R16Snorm,
.R16Uint,
.R16Sint,
.R16Float,
.RG8Unorm,
.RG8Snorm,
.RG8Uint,
.RG8Sint,
.Depth16Unorm,
=> 2,
// 32-bit formats (4 bytes)
.R32Float,
.R32Uint,
.R32Sint,
.RG16Unorm,
.RG16Snorm,
.RG16Uint,
.RG16Sint,
.RG16Float,
.RGBA8Unorm,
.RGBA8UnormSrgb,
.RGBA8Snorm,
.RGBA8Uint,
.RGBA8Sint,
.BGRA8Unorm,
.BGRA8UnormSrgb,
.RGB10A2Uint,
.RGB10A2Unorm,
.RG11B10Ufloat,
.RGB9E5Ufloat,
.Depth24Plus,
.Depth32Float,
=> 4,
// 64-bit formats (8 bytes)
.RG32Float,
.RG32Uint,
.RG32Sint,
.RGBA16Unorm,
.RGBA16Snorm,
.RGBA16Uint,
.RGBA16Sint,
.RGBA16Float,
.Depth24PlusStencil8, // 24-bit depth + 8-bit stencil layout padded to 4+4 or 1+3
.Depth32FloatStencil8, // 32-bit float depth + 8-bit stencil (padded to 8 bytes)
=> 8,
// 128-bit formats (16 bytes)
.RGBA32Float, .RGBA32Uint, .RGBA32Sint => 16,
// Block Compressed Formats (Handled separately)
else => 0,
};
}
};
+24
View File
@@ -0,0 +1,24 @@
enable f16;
@group(0) @binding(0) var<storage, read> A: array<f16>;
@group(0) @binding(1) var<storage, read> B: array<f16>;
@group(0) @binding(2) var<storage, read_write> C: array<f16>;
@group(0) @binding(3) var<uniform> size: u32;
@compute @workgroup_size(256)
fn main(
@builtin(global_invocation_id) global_id : vec3<u32>,
@builtin(num_workgroups) num_workgroups: vec3<u32>
) {
// 1. Calculate the total number of threads across the entire grid
let total_threads = num_workgroups.x * 256u;
// 2. Start at this thread's unique global ID
var index = global_id.x;
// 3. Stride through the tensor elements
while (index < size) {
C[index] = A[index] + B[index];
index += total_threads; // Jump forward by the total thread count
}
}
+39
View File
@@ -0,0 +1,39 @@
struct VertexOutput {
@builtin(position) position: vec4f,
@location(0) uv: vec2f,
};
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var output: VertexOutput;
// Hardcoded fullscreen quad layout using 4 vertices (Triangle Strip)
// Indexes: 0: Top-Left, 1: Bottom-Left, 2: Top-Right, 3: Bottom-Right
var pos = array<vec2f, 4>(
vec2f(-1.0, 1.0),
vec2f(-1.0, -1.0),
vec2f( 1.0, 1.0),
vec2f( 1.0, -1.0)
);
output.position = vec4f(pos[vertex_index], 0.0, 1.0);
output.uv = pos[vertex_index]; // Ranges cleanly from -1.0 to 1.0
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4f {
// Distance from the center (0,0)
let distance = length(input.uv);
let radius = 0.5;
// Smooth out pixel edges (anti-aliasing)
let edge_softness = 0.005;
let alpha = 1.0 - smoothstep(radius - edge_softness, radius + edge_softness, distance);
if (alpha <= 0.0) {
discard;
}
// Draw a sharp/smooth red circle
return vec4f(1.0, 0.3, 0.3, alpha);
}