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d010b37801 |
56
README.md
56
README.md
@ -8,7 +8,7 @@ The library exports the following primary components:
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* **`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. It provides the base `GpuAllocator` for raw VRAM allocations.
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* **`GpuArenaAllocator`**: A memory management layer that wraps a base allocator to track and automatically destroy all allocated WebGPU buffers, textures, views, and pipelines when deinitialized.
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* **`GpuBuffer`**: Wraps native WebGPU buffers. It provides a `.load()` method for CPU-to-GPU data transfers and a `.read()` method that utilizes a staging buffer to map GPU data back to the CPU.
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* **`GpuBuffer`**: Wraps native WebGPU buffers. It provides a `.load()` method for CPU-to-GPU data transfers and a `.read()` method to map GPU data back to the CPU.
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* **`GpuCompute`**: Compiles WGSL source code into a compute pipeline and dispatches compute workgroups.
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* **`GpuRender` / `GpuTexture` / `GpuTextureView`**: Components used to initialize render pipelines, set up render attachments (textures), and bind render targets for offscreen drawing.
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@ -36,17 +36,20 @@ pub fn main(init: std.process.Init) !void {
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// 2. Create a GPU Arena to manage VRAM
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var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
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defer grena.deinit();
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const gloc = grena.gpuAllocator();
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const glloc = grena.gpuAllocator();
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// 3. Load the WGSL compute pipeline
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const add_cp = try GpuCompute.init(
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gloc,
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glloc,
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@embedFile("shaders/add.wgsl"),
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.{ .bindings = &.{
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.{
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.label = "add",
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.bindings = &.{
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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} },
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},
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},
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);
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// 4. Setup CPU data
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@ -63,19 +66,20 @@ pub fn main(init: std.process.Init) !void {
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// 5. Initialize raw GPU Buffers
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const byte_size = len * @sizeOf(f16);
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const buf_a = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
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const buf_b = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
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const buf_out = try GpuBuffer.init(gloc, byte_size, .initMany(&.{ .Storage, .CopyDst, .CopySrc }));
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const buf_a = try GpuBuffer.init(glloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_b = try GpuBuffer.init(glloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_out = try GpuBuffer.init(glloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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// Note: Buffers, pipelines, and other objects initialized with 'gloc'
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// are safely tied to the GpuArenaAllocator and will automatically release.
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// Note: Buffers are safely tied to the GpuArenaAllocator which will automatically
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// release them at the end. You can also manually call buf_x.deinit() if desired.
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// This will also release pipelines, textures, ect. Everything using a GpuAllocator to init.
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// 6. Transfer data from CPU slices to GPU Buffers
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try buf_a.load(f16, data_a);
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try buf_b.load(f16, data_b);
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// 7. Dispatch the Compute
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try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
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try add_cp.run(glloc, .{ buf_a, buf_b, buf_out });
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// 8. Map and copy the resulting buffer back to the CPU
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const out = try buf_out.read(allocator, f16);
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@ -96,6 +100,7 @@ and pull the frame pixels back to the CPU to write a standard image file:
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const std = @import("std");
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const gpu = @import("gpu");
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const GpuDevice = gpu.GpuDevice;
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const GpuArenaAllocator = gpu.GpuArenaAllocator;
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const GpuBuffer = gpu.GpuBuffer;
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const GpuRender = gpu.GpuRender;
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const GpuTexture = gpu.GpuTexture;
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@ -111,19 +116,21 @@ pub fn main(init: std.process.Init) !void {
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const device = try GpuDevice.init(.{});
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defer device.deinit();
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// 2. Get base device GPU Allocator
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const gloc = device.gpuAllocator();
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// 2. Init VRAM Arena
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var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
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defer grena.deinit();
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const glloc = grena.gpuAllocator();
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// 3. Load Render Pipeline
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const circle_rp = try GpuRender.init(
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gloc,
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glloc,
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@embedFile("shaders/circle.wgsl"),
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.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
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);
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defer circle_rp.deinit();
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// 4. Create VRAM texture to render into
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const texture = try GpuTexture.init(gloc, .{
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const texture = try GpuTexture.init(glloc, .{
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.format = .RGBA8Unorm,
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.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
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.usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
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@ -131,21 +138,22 @@ pub fn main(init: std.process.Init) !void {
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defer texture.deinit();
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// 5. Create a view from texture
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const view = try GpuTextureView.init(gloc, texture, .{});
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const view = try GpuTextureView.init(glloc, texture, .{});
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defer view.deinit();
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// 6. Run the rendering pipeline
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try circle_rp.draw(gloc, view, 4, .{});
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try circle_rp.draw(glloc, view, 4, .{});
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// 7. Copy Texture into a readable GPU staging buffer
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const cpu_staging_buf = try texture.buffCopy(gloc);
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defer cpu_staging_buf.deinit();
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// 7. Load Texture into GpuBuffer
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const cpu_staging_cpu = try texture.buffCopy(glloc);
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defer cpu_staging_cpu.deinit();
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// 8. Read GpuBuffer to CPU memory
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const pixels = try cpu_staging_buf.read(allocator, u8);
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// 8. Read GpuBuffer to CPU
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// This need to be free manually because CPU memory
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const pixels = try cpu_staging_cpu.read(allocator, u8);
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defer allocator.free(pixels);
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// 9. Write out to a simple PPM image
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// 9. Write a simple ppm image
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try savePpm(init.io, "circle.ppm", width, height, pixels);
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}
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@ -215,7 +223,7 @@ No extra installation required. Automatically links against `d3d12`, `dxgi`, and
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Add it to your `build.zig.zon`:
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```bash
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zig fetch --save git+[https://git.bouvais.lu/adrien/zig-wgpu#ref=0.2.0](https://git.bouvais.lu/adrien/zig-wgpu)
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zig fetch --save git+https://git.bouvais.lu/adrien/zig-wgpu#ref=0.2.1
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```
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Then, expose it in your `build.zig`:
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@ -1,6 +1,6 @@
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.{
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.name = .zig_wgpu,
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.version = "0.2.0",
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.version = "0.2.3",
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.fingerprint = 0x5d0e853acbc0c2c6,
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.minimum_zig_version = "0.16.0",
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.dependencies = .{},
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@ -13,10 +13,10 @@ const Vec = struct {
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buf: GpuBuffer,
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len: usize,
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// Changed: gloc is passed by value (const)
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pub fn initZero(gloc: GpuAllocator, len: usize) !Vec {
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// Changed: glloc is passed by value (const)
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pub fn initZero(glloc: GpuAllocator, len: usize) !Vec {
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return .{
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.buf = try GpuBuffer.init(gloc, .{
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.buf = try GpuBuffer.init(glloc, .{
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.size = len * @sizeOf(f16),
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.usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }),
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}),
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@ -24,9 +24,9 @@ const Vec = struct {
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};
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}
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// Changed: gloc is passed by value
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pub fn initLoad(gloc: GpuAllocator, data: []const f16) !Vec {
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var self = try initZero(gloc, data.len);
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// Changed: glloc is passed by value
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pub fn initLoad(glloc: GpuAllocator, data: []const f16) !Vec {
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var self = try initZero(glloc, data.len);
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try self.load(data); // Direct access via the interface copy
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return self;
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}
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@ -40,18 +40,18 @@ const Vec = struct {
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try self.buf.load(f16, data);
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}
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// Changed: gloc is passed by value instead of *GpuAllocator
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pub fn run(self: Vec, gloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec {
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// Changed: glloc is passed by value instead of *GpuAllocator
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pub fn run(self: Vec, glloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec {
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std.debug.assert(self.len == other.len);
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const result = try Vec.initZero(gloc, self.len);
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const result = try Vec.initZero(glloc, self.len);
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errdefer result.deinit();
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try process.run(gloc, .{ self.buf, other.buf, result.buf });
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try process.run(glloc, .{ self.buf, other.buf, result.buf });
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return result;
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}
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// Changed: gloc is passed by value instead of *GpuAllocator
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// Changed: glloc is passed by value instead of *GpuAllocator
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pub fn read(self: Vec, alloc: std.mem.Allocator) ![]f16 {
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return self.buf.read(alloc, f16);
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}
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@ -63,9 +63,9 @@ pub fn main(init: std.process.Init) !void {
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var grena = GpuArenaAllocator.init(init.gpa, device.gpuAllocator());
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defer grena.deinit();
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const gloc = grena.gpuAllocator();
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const glloc = grena.gpuAllocator();
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const add_pip = try GpuCompute.init(gloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
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const add_pip = try GpuCompute.init(glloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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.{ .element_size = @sizeOf(f16) },
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@ -120,9 +120,9 @@ pub fn main(init: std.process.Init) !void {
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// --- 1. GPU ALLOCATION PHASE ---
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const alloc_start = std.Io.Clock.awake.now(init.io);
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const a = try Vec.initLoad(gloc, data_a);
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const a = try Vec.initLoad(glloc, data_a);
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defer a.deinit();
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const b = try Vec.initLoad(gloc, data_b);
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const b = try Vec.initLoad(glloc, data_b);
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defer b.deinit();
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const alloc_duration = alloc_start.durationTo(std.Io.Clock.awake.now(init.io));
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@ -132,7 +132,7 @@ pub fn main(init: std.process.Init) !void {
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// --- 2. COMPUTE PHASE ---
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const compute_start = std.Io.Clock.awake.now(init.io);
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const sum = try a.run(gloc, b, add_pip);
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const sum = try a.run(glloc, b, add_pip);
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defer sum.deinit();
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// All 3 buffers (a, b, sum) are currently resident in VRAM here.
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@ -20,18 +20,18 @@ pub fn main(init: std.process.Init) !void {
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// 2. Init VRAM Arena
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var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
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defer grena.deinit();
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const gloc = grena.gpuAllocator();
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const glloc = grena.gpuAllocator();
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// 3. Load Render Pipeline
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const circle_rp = try GpuRender.init(
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gloc,
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glloc,
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@embedFile("shaders/circle.wgsl"),
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.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
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);
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defer circle_rp.deinit();
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// 4. Create VRAM texture to render into
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const texture = try GpuTexture.init(gloc, .{
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const texture = try GpuTexture.init(glloc, .{
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.format = .RGBA8Unorm,
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.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
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.usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
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@ -39,14 +39,14 @@ pub fn main(init: std.process.Init) !void {
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defer texture.deinit();
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// 5. Create a view from texture
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const view = try GpuTextureView.init(gloc, texture, .{});
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const view = try GpuTextureView.init(glloc, texture, .{});
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defer view.deinit();
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// 6. Run the rendering pipeline
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try circle_rp.draw(gloc, view, 4, .{});
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try circle_rp.draw(glloc, view, 4, .{});
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// 7. Load Texture into GpuBuffer
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const cpu_staging_cpu = try texture.buffCopy(gloc);
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const cpu_staging_cpu = try texture.buffCopy(glloc);
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defer cpu_staging_cpu.deinit();
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// 8. Read GpuBuffer to CPU
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@ -15,11 +15,11 @@ pub fn main(init: std.process.Init) !void {
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// 2. Create a GPU Arena to manage VRAM
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var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
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defer grena.deinit();
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const gloc = grena.gpuAllocator();
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const glloc = grena.gpuAllocator();
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// 3. Load the WGSL compute pipeline
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const add_cp = try GpuCompute.init(
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gloc,
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glloc,
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@embedFile("shaders/add.wgsl"),
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.{
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.label = "add",
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@ -45,9 +45,9 @@ pub fn main(init: std.process.Init) !void {
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// 5. Initialize raw GPU Buffers
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const byte_size = len * @sizeOf(f16);
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const buf_a = try GpuBuffer.init(gloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_b = try GpuBuffer.init(gloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_out = try GpuBuffer.init(gloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_a = try GpuBuffer.init(glloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_b = try GpuBuffer.init(glloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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const buf_out = try GpuBuffer.init(glloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
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// Note: Buffers are safely tied to the GpuArenaAllocator which will automatically
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// release them at the end. You can also manually call buf_x.deinit() if desired.
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@ -58,7 +58,7 @@ pub fn main(init: std.process.Init) !void {
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try buf_b.load(f16, data_b);
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// 7. Dispatch the Compute
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try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
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try add_cp.run(glloc, .{ buf_a, buf_b, buf_out });
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// 8. Map and copy the resulting buffer back to the CPU
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const out = try buf_out.read(allocator, f16);
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@ -6,7 +6,7 @@ const svOpt = @import("utils.zig").svOpt;
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raw: c.WGPUBuffer,
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size: u64,
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usage: c.WGPUBufferUsage,
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gloc: GpuAllocator,
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glloc: GpuAllocator,
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const BufferUsage = enum(u64) {
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None = 0x0000000000000000,
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@ -28,7 +28,7 @@ const GpuBufferDef = struct {
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usage: std.EnumSet(BufferUsage),
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};
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pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
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pub fn init(glloc: GpuAllocator, def: GpuBufferDef) !@This() {
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var use: u64 = 0;
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var iter = def.usage.iterator();
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while (iter.next()) |flag| use |= @intFromEnum(flag);
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@ -36,7 +36,7 @@ pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
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// Automatically align the buffer size forward to a multiple of 4 bytes under the hood
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const aligned_size = std.mem.alignForward(u64, def.size, 4);
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const raw_handle = try gloc.allocBuffer(.{
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const raw_handle = try glloc.allocBuffer(.{
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.size = aligned_size,
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.usage = use,
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.label = svOpt(def.label),
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@ -45,12 +45,12 @@ pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
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.raw = raw_handle,
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.size = aligned_size,
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.usage = use,
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.gloc = gloc,
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.glloc = glloc,
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};
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}
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pub fn deinit(self: @This()) void {
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self.gloc.freeBuffer(self.raw);
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self.glloc.freeBuffer(self.raw);
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}
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pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
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@ -81,20 +81,20 @@ pub fn load(
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if (bytes == self.size) {
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// Aligned path: direct download
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c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, self.size);
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c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, 0, data.ptr, self.size);
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} else {
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// Unaligned path: Split the write into an aligned chunk and a padded remainder
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// to support arbitrary lengths without any allocations or large stack arrays.
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const aligned_part = (bytes / 4) * 4;
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if (aligned_part > 0) {
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c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, aligned_part);
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c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, 0, data.ptr, aligned_part);
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}
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||||
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var remainder_buf: [4]u8 = .{ 0, 0, 0, 0 };
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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);
|
||||
c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, aligned_part, &remainder_buf, 4);
|
||||
}
|
||||
}
|
||||
|
||||
@ -102,19 +102,19 @@ pub fn load(
|
||||
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, .{
|
||||
const staging = try init(self.glloc, .{
|
||||
.size = self.size,
|
||||
.usage = .initMany(&.{ .MapRead, .CopyDst }),
|
||||
.label = "staging_read_buffer",
|
||||
});
|
||||
defer staging.deinit();
|
||||
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(self.gloc.device.device, null) orelse return error.Encoder;
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(self.glloc.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);
|
||||
c.wgpuQueueSubmit(self.glloc.device.queue, 1, &cmd);
|
||||
|
||||
var mapped = false;
|
||||
staging.mapAsync(
|
||||
@ -123,7 +123,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
|
||||
self.size,
|
||||
.{ .callback = onMapped, .userdata1 = &mapped },
|
||||
);
|
||||
while (!mapped) self.gloc.device.poll();
|
||||
while (!mapped) self.glloc.device.poll();
|
||||
|
||||
const ptr: [*]const T = @ptrCast(@alignCast(
|
||||
staging.getConstMappedRange(0, self.size),
|
||||
|
||||
@ -22,40 +22,40 @@ pub const ComputeDef = struct {
|
||||
};
|
||||
|
||||
pip: c.WGPUComputePipeline,
|
||||
gloc: GpuAllocator,
|
||||
glloc: GpuAllocator,
|
||||
def: ComputeDef,
|
||||
|
||||
pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: ComputeDef) !@This() {
|
||||
pub fn init(glloc: GpuAllocator, wgsl: []const u8, def: ComputeDef) !@This() {
|
||||
var wgsl_src = c.WGPUShaderSourceWGSL{
|
||||
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
|
||||
.code = sv(wgsl),
|
||||
};
|
||||
const shader = c.wgpuDeviceCreateShaderModule(gloc.device.device, &.{
|
||||
const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
|
||||
.nextInChain = @ptrCast(&wgsl_src),
|
||||
}) orelse return error.Shader;
|
||||
defer c.wgpuShaderModuleRelease(shader);
|
||||
|
||||
const pip = try gloc.allocComputePipeline(.{
|
||||
const pip = try glloc.allocComputePipeline(.{
|
||||
.label = svOpt(def.label),
|
||||
.compute = .{ .module = shader, .entryPoint = sv("main") },
|
||||
});
|
||||
|
||||
return .{
|
||||
.gloc = gloc,
|
||||
.glloc = glloc,
|
||||
.pip = pip,
|
||||
.def = def,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: @This()) void {
|
||||
self.gloc.freeComputePipeline(self.pip);
|
||||
self.glloc.freeComputePipeline(self.pip);
|
||||
}
|
||||
|
||||
/// Execute the compute pass with arbitrary buffer bindings via a tuple.
|
||||
/// Example: `try proc.run(gloc, .{ buf_a, buf_b, buf_out });`
|
||||
/// Example: `try proc.run(glloc, .{ buf_a, buf_b, buf_out });`
|
||||
pub fn run(
|
||||
self: @This(),
|
||||
gloc: GpuAllocator,
|
||||
glloc: GpuAllocator,
|
||||
args: anytype,
|
||||
) !void {
|
||||
const type_info = @typeInfo(@TypeOf(args));
|
||||
@ -113,12 +113,12 @@ pub fn run(
|
||||
defer if (info_buf) |b| b.deinit();
|
||||
|
||||
if (self.def.append_info_buffer) {
|
||||
info_buf = try GpuBuffer.init(gloc, .{
|
||||
info_buf = try GpuBuffer.init(glloc, .{
|
||||
.size = @sizeOf(u32),
|
||||
.usage = .initMany(&.{ .Uniform, .CopyDst }),
|
||||
.label = "compute_info_buffer",
|
||||
});
|
||||
c.wgpuQueueWriteBuffer(gloc.device.queue, info_buf.?.raw, 0, &elements_count, @sizeOf(u32));
|
||||
c.wgpuQueueWriteBuffer(glloc.device.queue, info_buf.?.raw, 0, &elements_count, @sizeOf(u32));
|
||||
|
||||
entries_buf[entry_count] = .{
|
||||
.binding = @intCast(entry_count),
|
||||
@ -130,11 +130,11 @@ pub fn run(
|
||||
}
|
||||
|
||||
const entries = entries_buf[0..entry_count];
|
||||
try submitPass(gloc, self.pip, entries, elements_count, self.def.workgroup_size, self.def.max_workgroups);
|
||||
try submitPass(glloc, self.pip, entries, elements_count, self.def.workgroup_size, self.def.max_workgroups);
|
||||
}
|
||||
|
||||
fn submitPass(
|
||||
gloc: GpuAllocator,
|
||||
glloc: GpuAllocator,
|
||||
pipeline: c.WGPUComputePipeline,
|
||||
entries: []const c.WGPUBindGroupEntry,
|
||||
n: usize,
|
||||
@ -146,14 +146,14 @@ fn submitPass(
|
||||
const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0);
|
||||
defer c.wgpuBindGroupLayoutRelease(bgl);
|
||||
|
||||
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
|
||||
const bg = c.wgpuDeviceCreateBindGroup(glloc.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 enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
|
||||
const pass = c.wgpuCommandEncoderBeginComputePass(enc, null);
|
||||
c.wgpuComputePassEncoderSetPipeline(pass, pipeline);
|
||||
c.wgpuComputePassEncoderSetBindGroup(pass, 0, bg, 0, null);
|
||||
@ -168,7 +168,7 @@ fn submitPass(
|
||||
const cmd = c.wgpuCommandEncoderFinish(enc, null);
|
||||
defer c.wgpuCommandEncoderRelease(enc);
|
||||
defer c.wgpuCommandBufferRelease(cmd);
|
||||
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
|
||||
c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
|
||||
}
|
||||
|
||||
fn ceilDiv(n: usize, d: usize) usize {
|
||||
|
||||
@ -34,16 +34,16 @@ const GpuPrimitiveTopology = enum(c_uint) {
|
||||
Force32 = 0x7FFFFFFF,
|
||||
};
|
||||
|
||||
gloc: GpuAllocator,
|
||||
glloc: GpuAllocator,
|
||||
pip: c.WGPURenderPipeline,
|
||||
def: GpuRenderDef,
|
||||
|
||||
pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
|
||||
pub fn init(glloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
|
||||
var wgsl_src = c.WGPUShaderSourceWGSL{
|
||||
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
|
||||
.code = sv(wgsl),
|
||||
};
|
||||
const shader = c.wgpuDeviceCreateShaderModule(gloc.device.device, &.{
|
||||
const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
|
||||
.nextInChain = @ptrCast(&wgsl_src),
|
||||
}) orelse return error.Shader;
|
||||
defer c.wgpuShaderModuleRelease(shader);
|
||||
@ -69,7 +69,7 @@ pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
|
||||
};
|
||||
|
||||
// 3. Compile the Complete Render Pipeline
|
||||
const pip = try gloc.allocRenderPipeline(.{
|
||||
const pip = try glloc.allocRenderPipeline(.{
|
||||
.label = svOpt(def.label),
|
||||
.vertex = .{
|
||||
.module = shader,
|
||||
@ -90,21 +90,21 @@ pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
|
||||
});
|
||||
|
||||
return .{
|
||||
.gloc = gloc,
|
||||
.glloc = glloc,
|
||||
.pip = pip,
|
||||
.def = def,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: @This()) void {
|
||||
self.gloc.freeRenderPipeline(self.pip);
|
||||
self.glloc.freeRenderPipeline(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,
|
||||
glloc: GpuAllocator,
|
||||
target_view: GpuTextureView,
|
||||
vertex_count: u32,
|
||||
args: anytype,
|
||||
@ -138,7 +138,7 @@ pub fn draw(
|
||||
const bgl = c.wgpuRenderPipelineGetBindGroupLayout(self.pip, 0);
|
||||
defer c.wgpuBindGroupLayoutRelease(bgl);
|
||||
|
||||
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{
|
||||
const bg = c.wgpuDeviceCreateBindGroup(glloc.device.device, &.{
|
||||
.layout = bgl,
|
||||
.entries = entries.ptr,
|
||||
.entryCount = @intCast(entries.len),
|
||||
@ -146,7 +146,7 @@ pub fn draw(
|
||||
defer c.wgpuBindGroupRelease(bg);
|
||||
|
||||
// Encode Render Command
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
|
||||
defer c.wgpuCommandEncoderRelease(enc);
|
||||
|
||||
const color_attachment = c.WGPURenderPassColorAttachment{
|
||||
@ -180,5 +180,5 @@ pub fn draw(
|
||||
const cmd = c.wgpuCommandEncoderFinish(enc, null);
|
||||
defer c.wgpuCommandBufferRelease(cmd);
|
||||
|
||||
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
|
||||
c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
|
||||
}
|
||||
|
||||
@ -14,10 +14,10 @@ pub const GpuTextureDef = struct {
|
||||
};
|
||||
|
||||
raw: c.WGPUTexture,
|
||||
gloc: GpuAllocator,
|
||||
glloc: GpuAllocator,
|
||||
def: GpuTextureDef,
|
||||
|
||||
pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() {
|
||||
pub fn init(glloc: GpuAllocator, def: GpuTextureDef) !@This() {
|
||||
var use: u64 = 0;
|
||||
var iter = def.usage.iterator();
|
||||
while (iter.next()) |flag| use |= @intFromEnum(flag);
|
||||
@ -31,13 +31,13 @@ pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() {
|
||||
.mipLevelCount = 1,
|
||||
.sampleCount = 1,
|
||||
};
|
||||
const raw = try gloc.allocTexture(desc);
|
||||
const raw = try glloc.allocTexture(desc);
|
||||
|
||||
return .{ .gloc = gloc, .raw = raw, .def = def };
|
||||
return .{ .glloc = glloc, .raw = raw, .def = def };
|
||||
}
|
||||
|
||||
pub fn deinit(self: @This()) void {
|
||||
self.gloc.freeTexture(self.raw);
|
||||
self.glloc.freeTexture(self.raw);
|
||||
}
|
||||
|
||||
pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
|
||||
@ -53,14 +53,14 @@ pub fn bytesSizeRow(self: @This()) u32 {
|
||||
}
|
||||
|
||||
/// Return a GpuBuffer containing a copy of the texture.
|
||||
pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer {
|
||||
const buf = try GpuBuffer.init(gloc, .{
|
||||
pub fn buffCopy(self: @This(), glloc: GpuAllocator) !GpuBuffer {
|
||||
const buf = try GpuBuffer.init(glloc, .{
|
||||
.size = self.bytesSize(),
|
||||
.usage = .initMany(&.{ .CopyDst, .CopySrc }),
|
||||
.label = "texture_copy_buffer",
|
||||
});
|
||||
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(glloc.device.device, null) orelse return error.Encoder;
|
||||
defer c.wgpuCommandEncoderRelease(enc);
|
||||
|
||||
const src_copy = c.WGPUTexelCopyTextureInfo{
|
||||
@ -82,7 +82,7 @@ pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer {
|
||||
|
||||
const cmd = c.wgpuCommandEncoderFinish(enc, null);
|
||||
defer c.wgpuCommandBufferRelease(cmd);
|
||||
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
|
||||
c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
|
||||
|
||||
return buf;
|
||||
}
|
||||
@ -110,7 +110,7 @@ pub fn load(
|
||||
const bytes = data.len * @sizeOf(T);
|
||||
|
||||
c.wgpuQueueWriteTexture(
|
||||
self.gloc.device.queue,
|
||||
self.glloc.device.queue,
|
||||
&.{
|
||||
.texture = self.raw,
|
||||
.mipLevel = 0,
|
||||
@ -132,14 +132,14 @@ pub fn load(
|
||||
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, .{
|
||||
const staging = try init(self.glloc, .{
|
||||
.size = self.size,
|
||||
.usage = .initMany(&.{ .MapRead, .CopyDst }),
|
||||
.label = "texture_read_staging",
|
||||
});
|
||||
defer staging.deinit();
|
||||
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(self.gloc.device.device, null) orelse return error.Encoder;
|
||||
const enc = c.wgpuDeviceCreateCommandEncoder(self.glloc.device.device, null) orelse return error.Encoder;
|
||||
const src_copy = c.WGPUTexelCopyTextureInfo{
|
||||
.texture = self.raw,
|
||||
.mipLevel = 0,
|
||||
@ -158,7 +158,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
|
||||
const cmd = c.wgpuCommandEncoderFinish(enc, null);
|
||||
defer c.wgpuCommandEncoderRelease(enc);
|
||||
defer c.wgpuCommandBufferRelease(cmd);
|
||||
c.wgpuQueueSubmit(self.gloc.device.queue, 1, &cmd);
|
||||
c.wgpuQueueSubmit(self.glloc.device.queue, 1, &cmd);
|
||||
|
||||
var mapped = false;
|
||||
staging.mapAsync(
|
||||
@ -167,7 +167,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
|
||||
self.size,
|
||||
.{ .callback = onMapped, .userdata1 = &mapped },
|
||||
);
|
||||
while (!mapped) self.gloc.device.poll();
|
||||
while (!mapped) self.glloc.device.poll();
|
||||
|
||||
const ptr: [*]const T = @ptrCast(@alignCast(
|
||||
staging.getConstMappedRange(0, self.size),
|
||||
|
||||
@ -13,23 +13,23 @@ pub const GpuViewDef = struct {
|
||||
};
|
||||
|
||||
raw: c.WGPUTextureView,
|
||||
gloc: GpuAllocator,
|
||||
glloc: GpuAllocator,
|
||||
|
||||
pub fn init(gloc: GpuAllocator, texture: GpuTexture, def: GpuViewDef) !@This() {
|
||||
pub fn init(glloc: GpuAllocator, texture: GpuTexture, def: GpuViewDef) !@This() {
|
||||
var use: u64 = 0;
|
||||
var iter = def.usage.iterator();
|
||||
while (iter.next()) |flag| use |= @intFromEnum(flag);
|
||||
|
||||
const raw = try gloc.allocTextureView(texture.raw, .{
|
||||
const raw = try glloc.allocTextureView(texture.raw, .{
|
||||
.label = svOpt(def.label),
|
||||
.format = @intFromEnum(def.format),
|
||||
.usage = use,
|
||||
.mipLevelCount = 1,
|
||||
.arrayLayerCount = 1,
|
||||
});
|
||||
return .{ .gloc = gloc, .raw = raw };
|
||||
return .{ .glloc = glloc, .raw = raw };
|
||||
}
|
||||
|
||||
pub fn deinit(self: @This()) void {
|
||||
self.gloc.freeTextureView(self.raw);
|
||||
self.glloc.freeTextureView(self.raw);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user