27 Commits
Author SHA1 Message Date
adrien 5f8da0940d GpuBuffer read no longer allocate an staging buffer itself. Instead need to manually do it and use new copy function to move data from a buffer to a mapable one 2026-05-22 00:41:28 +02:00
adrien 4901dc654d GpuBuffer now hold its def and not values directly 2026-05-22 00:30:29 +02:00
adrien e03cb3f285 Added back VRAM budget check for GpuBuffer, must be forgotten when refactoring it 2026-05-22 00:17:54 +02:00
adrien 14def5d555 Updated example in README 2026-05-21 23:38:22 +02:00
adrien e61c5f775d Prevent building example when use as module 2026-05-21 23:33:54 +02:00
AdrienBouvais d503ce7dea Added optional label in definitions and added logs when alloc, free and device info 2026-05-21 10:26:20 +02:00
adrien 69f9cad2c1 Updated README ref 2026-05-20 15:45:02 +02:00
adrien c5d7fd927d Updated README and build.zon version 2026-05-20 14:04:25 +02:00
adrien 17977cc718 Merge branch 'render' 2026-05-20 13:47:43 +02:00
adrien 5104d61ef6 Synthax for compute example 2026-05-20 13:41:04 +02:00
adrien 7d5331aed7 Circle example use device allocator directly 2026-05-20 13:39:20 +02:00
adrien 7d425e4061 Changed how Allocator work to be more Zig like
Now GpuArena doesn't do everything.

- Created GpuDeviceAllocator that allocate to the device
- GpuArena become GpuArenaAllocator and use a child_allocator like
std.heap.ArenaAllocator
2026-05-20 13:32:37 +02:00
adrien a06b040a29 Render and COmpute Pipelines now use a gloc and is tracked by Arena 2026-05-20 12:29:41 +02:00
adrien af210e2fb2 Working self contained rendering (simple circle) 2026-05-20 11:46:06 +02:00
adrien 545c4b98e9 Create a GpuTextureView 2026-05-20 10:56:35 +02:00
adrien 45c0f3180e Created a GpuTextureDef 2026-05-20 09:55:34 +02:00
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
21 changed files with 1588 additions and 473 deletions
+153 -51
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@@ -1,29 +1,30 @@
# Minimal Zig WebGPU Compute Library
# Minimal Zig WebGPU Compute & Render 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 and rendering pipelines using WebGPU. It abstracts away much of the boilerplate required for GPU device initialization, memory management, bind groups, and pipeline execution.
## Core Modules
The library exports five primary components:
The library exports the following 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.
* **`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.
* **`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.
* **`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.
* **`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.
* **`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.
* **`GpuCompute`**: Compiles WGSL source code into a compute pipeline and dispatches compute workgroups.
* **`GpuRender` / `GpuTexture` / `GpuTextureView`**: Components used to initialize render pipelines, set up render attachments (textures), and bind render targets for offscreen drawing.
## 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:
## Example 1: Compute Pipeline
Below is a complete example demonstrating how to initialize the GPU via the device allocator, manage VRAM using a GPU Arena, run a compute shader, and read the results back to the CPU:
```zig
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena;
const GpuArenaAllocator = gpu.GpuArenaAllocator;
const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess;
const GpuCompute = gpu.GpuCompute;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
@@ -33,13 +34,23 @@ pub fn main(init: std.process.Init) !void {
defer device.deinit();
// 2. Create a GPU Arena to manage VRAM
var grena = GpuArena.init(allocator, device);
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
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();
const add_cp = try GpuCompute.init(
gloc,
@embedFile("shaders/add.wgsl"),
.{
.label = "add",
.bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
},
},
);
// 4. Setup CPU data
const len: usize = 16;
@@ -54,22 +65,21 @@ pub fn main(init: std.process.Init) !void {
}
// 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 }));
const buf_a = try GpuBuffer.init(gloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_b = try GpuBuffer.init(gloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_out = try GpuBuffer.init(gloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
// Note: The buffers are safely tied to the GpuArena which will automatically
// Note: Buffers are safely tied to the GpuArenaAllocator which will automatically
// release them at the end. You can also manually call buf_x.deinit() if desired.
// This will also release pipelines, textures, ect. Everything using a GpuAllocator to init.
// 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);
// 7. Dispatch the Compute
try add_cp.run(gloc, .{ 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);
@@ -79,53 +89,145 @@ pub fn main(init: std.process.Init) !void {
}
```
---
## Example 2: Rendering Pipeline (Offscreen to PPM Image)
This example demonstrates how to initialize a rendering pipeline, allocate an output texture target, draw primitives via WebGPU,
and pull the frame pixels back to the CPU to write a standard image file:
```zig
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArenaAllocator = gpu.GpuArenaAllocator;
const GpuBuffer = gpu.GpuBuffer;
const GpuRender = gpu.GpuRender;
const GpuTexture = gpu.GpuTexture;
const GpuTextureView = gpu.GpuTextureView;
const width: u32 = 512;
const height: u32 = 512;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
// 1. Open GPU Device
const device = try GpuDevice.init(.{});
defer device.deinit();
// 2. Init VRAM Arena
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
// 3. Load Render Pipeline
const circle_rp = try GpuRender.init(
gloc,
@embedFile("shaders/circle.wgsl"),
.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
);
defer circle_rp.deinit();
// 4. Create VRAM texture to render into
const texture = try GpuTexture.init(gloc, .{
.format = .RGBA8Unorm,
.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
.usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
});
defer texture.deinit();
// 5. Create a view from texture
const view = try GpuTextureView.init(gloc, texture, .{});
defer view.deinit();
// 6. Run the rendering pipeline
try circle_rp.draw(gloc, view, 4, .{});
// 7. Load Texture into GpuBuffer
const cpu_staging_cpu = try texture.buffCopy(gloc);
defer cpu_staging_cpu.deinit();
// 8. Read GpuBuffer to CPU
// This need to be free manually because CPU memory
const pixels = try cpu_staging_cpu.read(allocator, u8);
defer allocator.free(pixels);
// 9. Write a simple ppm image
try savePpm(init.io, "circle.ppm", width, height, pixels);
}
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]);
}
}
```
---
## Running Examples Locally
If you have cloned the repository, you can run the included examples directly using the Zig build system:
```bash
# Run the rendering example (generates circle.ppm)
zig build circle
# Run the compute example
zig build compute
# Run the compute benchmark
zig build bench_cp
```
---
## 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 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.
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
```
* **Ubuntu / Debian:** `sudo apt update && sudo apt install libvulkan-dev mesa-vulkan-drivers`
* **Fedora / RHEL:** `sudo dnf install vulkan-devel mesa-vulkan-drivers`
* **Arch Linux:** `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`).
No extra installation required. Automatically links against `Metal`, `QuartzCore`, `Foundation`, and `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.
No extra installation required. Automatically links against `d3d12`, `dxgi`, and `user32`. Ensure you have MSVC build tools installed.
---
## Adding to your project
To use this module in your own Zig project, add it to your `build.zig.zon`:
Add it to your `build.zig.zon`:
```bash
zig fetch --save git+https://git.bouvais.lu/adrien/zig-wgpu
zig fetch --save git+[https://git.bouvais.lu/adrien/zig-wgpu#ref=0.2.0](https://git.bouvais.lu/adrien/zig-wgpu)
```
Then, in your `build.zig`, import and add the module to your executable:
Then, expose it in your `build.zig`:
```zig
const zig_wgpu = b.dependency("zig-wgpu", .{
.target = target,
+24 -22
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@@ -29,31 +29,33 @@ pub fn build(b: *std.Build) !void {
mod.linkSystemLibrary("gcc_s", .{});
}
var threaded: std.Io.Threaded = .init_single_threaded;
const io = threaded.io();
if (b.pkg_hash.len == 0) {
var threaded: std.Io.Threaded = .init_single_threaded;
const io = threaded.io();
var buf: [1024]u8 = undefined;
const exemples = try std.Io.Dir.cwd().openDir(io, "examples", .{ .access_sub_paths = false, .iterate = true });
var iter = exemples.iterate();
while (try iter.next(io)) |entry| {
if (entry.kind != .file) continue;
if (!std.mem.eql(u8, entry.name[entry.name.len - 4 ..], ".zig")) continue;
var buf: [1024]u8 = undefined;
const exemples = try std.Io.Dir.cwd().openDir(io, "examples", .{ .access_sub_paths = false, .iterate = true });
var iter = exemples.iterate();
while (try iter.next(io)) |entry| {
if (entry.kind != .file) continue;
if (!std.mem.eql(u8, entry.name[entry.name.len - 4 ..], ".zig")) continue;
const exe = b.addExecutable(.{
.name = entry.name[0 .. entry.name.len - 4],
.root_module = b.createModule(.{
.root_source_file = b.path(try std.fmt.bufPrint(&buf, "examples/{s}", .{entry.name})),
.target = target,
.optimize = optimize,
.imports = &.{},
}),
});
exe.root_module.addImport("gpu", mod);
const exe = b.addExecutable(.{
.name = entry.name[0 .. entry.name.len - 4],
.root_module = b.createModule(.{
.root_source_file = b.path(try std.fmt.bufPrint(&buf, "examples/{s}", .{entry.name})),
.target = target,
.optimize = optimize,
.imports = &.{},
}),
});
exe.root_module.addImport("gpu", mod);
b.installArtifact(exe);
b.installArtifact(exe);
const run_step = b.step(entry.name[0 .. entry.name.len - 4], try std.fmt.bufPrint(&buf, "Run {s} demo", .{entry.name}));
const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step);
const run_step = b.step(entry.name[0 .. entry.name.len - 4], try std.fmt.bufPrint(&buf, "Run {s} demo", .{entry.name}));
const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step);
}
}
}
+1 -1
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@@ -1,6 +1,6 @@
.{
.name = .zig_wgpu,
.version = "0.1.0",
.version = "0.2.0",
.fingerprint = 0x5d0e853acbc0c2c6,
.minimum_zig_version = "0.16.0",
.dependencies = .{},
-59
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@@ -1,59 +0,0 @@
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena;
const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
// 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();
// 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 -12
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@@ -1,10 +1,12 @@
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArena = gpu.GpuArena;
const GpuArenaAllocator = gpu.GpuArenaAllocator;
const GpuAllocator = gpu.GpuAllocator;
const GpuBuffer = gpu.GpuBuffer;
const GpuProcess = gpu.GpuProcess;
const GpuCompute = gpu.GpuCompute;
pub const std_options = std.Options{ .log_level = .info };
/// Minimal implementation of a f16 Vector
const Vec = struct {
@@ -14,11 +16,10 @@ const Vec = struct {
// Changed: gloc is passed by value (const)
pub fn initZero(gloc: GpuAllocator, len: usize) !Vec {
return .{
.buf = try GpuBuffer.init(
gloc,
len * @sizeOf(f16),
.initMany(&.{ .Storage, .CopyDst, .CopySrc }),
),
.buf = try GpuBuffer.init(gloc, .{
.size = len * @sizeOf(f16),
.usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }),
}),
.len = len,
};
}
@@ -40,13 +41,13 @@ const Vec = struct {
}
// 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);
const result = try Vec.initZero(gloc, self.len);
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;
}
@@ -60,12 +61,15 @@ pub fn main(init: std.process.Init) !void {
const device = try GpuDevice.init(.{ .vram_bytes_limit = 4 * 1024 * 1024 * 1024 });
defer device.deinit();
var grena = GpuArena.init(init.gpa, device);
var grena = GpuArenaAllocator.init(init.gpa, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
const add_pip = try GpuProcess.init(device, @embedFile("shaders/add.wgsl"));
const add_pip = try GpuCompute.init(gloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
} });
defer add_pip.deinit();
const allocator = init.gpa;
+76
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@@ -0,0 +1,76 @@
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArenaAllocator = gpu.GpuArenaAllocator;
const GpuBuffer = gpu.GpuBuffer;
const GpuRender = gpu.GpuRender;
const GpuTexture = gpu.GpuTexture;
const GpuTextureView = gpu.GpuTextureView;
const width: u32 = 512;
const height: u32 = 512;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
// 1. Open GPU Device
const device = try GpuDevice.init(.{});
defer device.deinit();
// 2. Init VRAM Arena
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
// 3. Load Render Pipeline
const circle_rp = try GpuRender.init(
gloc,
@embedFile("shaders/circle.wgsl"),
.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
);
defer circle_rp.deinit();
// 4. Create VRAM texture to render into
const texture = try GpuTexture.init(gloc, .{
.format = .RGBA8Unorm,
.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
.usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
});
defer texture.deinit();
// 5. Create a view from texture
const view = try GpuTextureView.init(gloc, texture, .{});
defer view.deinit();
// 6. Run the rendering pipeline
try circle_rp.draw(gloc, view, 4, .{});
// 7. Load Texture into GpuBuffer
const cpu_staging_cpu = try texture.buffCopy(gloc);
defer cpu_staging_cpu.deinit();
// 8. Read GpuBuffer to CPU
// This need to be free manually because CPU memory
const pixels = try cpu_staging_cpu.read(allocator, u8);
defer allocator.free(pixels);
// 9. Write a simple ppm image
try savePpm(init.io, "circle.ppm", width, height, pixels);
}
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]);
}
}
+75
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@@ -0,0 +1,75 @@
const std = @import("std");
const gpu = @import("gpu");
const GpuDevice = gpu.GpuDevice;
const GpuArenaAllocator = gpu.GpuArenaAllocator;
const GpuBuffer = gpu.GpuBuffer;
const GpuCompute = gpu.GpuCompute;
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
// 1. Open GPU Device
const device = try GpuDevice.init(.{});
defer device.deinit();
// 2. Create a GPU Arena to manage VRAM
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit();
const gloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline
const add_cp = try GpuCompute.init(
gloc,
@embedFile("shaders/add.wgsl"),
.{
.label = "add",
.bindings = &.{
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) },
},
},
);
// 4. Setup CPU data
const len: usize = 1024;
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
const byte_size = len * @sizeOf(f16);
const buf_a = try GpuBuffer.init(gloc, .{ .label = "a", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_b = try GpuBuffer.init(gloc, .{ .label = "b", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
const buf_out = try GpuBuffer.init(gloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
// Note: Buffers are safely tied to the GpuArenaAllocator which will automatically
// release them at the end. You can also manually call buf_x.deinit() if desired.
// This will also release pipelines, textures, ect. Everything using a GpuAllocator to init.
// 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
try add_cp.run(gloc, .{ buf_a, buf_b, buf_out });
// 8. Map and copy the resulting buffer back to the CPU
const staging = try GpuBuffer.init(gloc, .{
.size = byte_size,
.usage = .initMany(&.{ .MapRead, .CopyDst }),
});
defer staging.deinit();
try buf_out.copy(staging);
const out = try staging.read(allocator, f16);
defer allocator.free(out);
std.debug.print("Result: {any}\n", .{out[0..@min(6, len)]});
}
-77
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@@ -1,77 +0,0 @@
// 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});
}
+39
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@@ -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);
}
+46 -11
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@@ -1,24 +1,59 @@
// GpuAllocator.zig
const std = @import("std");
const GpuDevice = @import("GpuDevice.zig");
const c = @import("utils.zig").c;
const GpuAllocator = @This();
/// The function definitions our underlying implementations must satisfy
pub const VTable = struct {
alloc: *const fn (ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer,
free: *const fn (ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void,
allocBuffer: *const fn (ctx: *anyopaque, desc: c.WGPUBufferDescriptor) anyerror!c.WGPUBuffer,
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,
allocTextureView: *const fn (ctx: *anyopaque, texture: c.WGPUTexture, desc: c.WGPUTextureViewDescriptor) anyerror!c.WGPUTextureView,
freeTextureView: *const fn (ctx: *anyopaque, buf_raw: c.WGPUTextureView) void,
allocRenderPipeline: *const fn (ctx: *anyopaque, desc: c.WGPURenderPipelineDescriptor) anyerror!c.WGPURenderPipeline,
freeRenderPipeline: *const fn (ctx: *anyopaque, buf_raw: c.WGPURenderPipeline) void,
allocComputePipeline: *const fn (ctx: *anyopaque, desc: c.WGPUComputePipelineDescriptor) anyerror!c.WGPUComputePipeline,
freeComputePipeline: *const fn (ctx: *anyopaque, buf_raw: c.WGPUComputePipeline) void,
};
device: GpuDevice,
ptr: *anyopaque,
vtable: *const VTable,
pub fn allocBuffer(self: GpuAllocator, bytes: u64, usage: c.WGPUBufferUsage) !c.WGPUBuffer {
return self.vtable.alloc(self.ptr, bytes, usage);
pub fn allocBuffer(self: @This(), desc: c.WGPUBufferDescriptor) !c.WGPUBuffer {
return self.vtable.allocBuffer(self.ptr, desc);
}
pub fn freeBuffer(self: GpuAllocator, buf_raw: c.WGPUBuffer, size: u64) void {
self.vtable.free(self.ptr, buf_raw, size);
pub fn freeBuffer(self: @This(), raw: c.WGPUBuffer) void {
self.vtable.freeBuffer(self.ptr, raw);
}
pub fn allocTexture(self: @This(), desc: c.WGPUTextureDescriptor) !c.WGPUTexture {
return self.vtable.allocTexture(self.ptr, desc);
}
pub fn freeTexture(self: @This(), raw: c.WGPUTexture) void {
self.vtable.freeTexture(self.ptr, raw);
}
pub fn allocTextureView(self: @This(), texture: c.WGPUTexture, desc: c.WGPUTextureViewDescriptor) !c.WGPUTextureView {
return self.vtable.allocTextureView(self.ptr, texture, desc);
}
pub fn freeTextureView(self: @This(), raw: c.WGPUTextureView) void {
self.vtable.freeTextureView(self.ptr, raw);
}
pub fn allocRenderPipeline(self: @This(), desc: c.WGPURenderPipelineDescriptor) !c.WGPURenderPipeline {
return self.vtable.allocRenderPipeline(self.ptr, desc);
}
pub fn freeRenderPipeline(self: @This(), raw: c.WGPURenderPipeline) void {
self.vtable.freeRenderPipeline(self.ptr, raw);
}
pub fn allocComputePipeline(self: @This(), desc: c.WGPUComputePipelineDescriptor) !c.WGPUComputePipeline {
return self.vtable.allocComputePipeline(self.ptr, desc);
}
pub fn freeComputePipeline(self: @This(), raw: c.WGPUComputePipeline) void {
self.vtable.freeComputePipeline(self.ptr, raw);
}
-72
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@@ -1,72 +0,0 @@
// GpuArena.zig
const std = @import("std");
const GpuDevice = @import("GpuDevice.zig");
const GpuAllocator = @import("GpuAllocator.zig");
const c = @import("utils.zig").c;
const GpuArena = @This();
device: GpuDevice,
tracked_buffers: std.AutoHashMap(c.WGPUBuffer, void),
allocated_vram_bytes: u64 = 0,
pub fn init(cpu_allocator: std.mem.Allocator, device: GpuDevice) GpuArena {
return .{
.device = device,
.tracked_buffers = .init(cpu_allocator),
};
}
pub fn deinit(self: *GpuArena) void {
var it = self.tracked_buffers.keyIterator();
while (it.next()) |buf_ptr| {
c.wgpuBufferDestroy(buf_ptr.*);
c.wgpuBufferRelease(buf_ptr.*);
}
self.tracked_buffers.deinit();
}
/// Returns the type-erased immutable interface wrapper
pub fn gpuAllocator(self: *GpuArena) GpuAllocator {
return .{
.device = self.device,
.ptr = self,
.vtable = &.{
.alloc = alloc,
.free = free,
},
};
}
fn alloc(ctx: *anyopaque, bytes: u64, usage: c.WGPUBufferUsage) anyerror!c.WGPUBuffer {
const self: *GpuArena = @ptrCast(@alignCast(ctx));
if (bytes > self.device.limits.maxBufferSize)
return error.SingleBufferExceedsLimit;
if (bytes + self.allocated_vram_bytes > self.device.config.vram_bytes_limit)
return error.ExceedsVramBudget;
const buf = c.wgpuDeviceCreateBuffer(self.device.device, &.{
.usage = usage,
.size = bytes,
}) orelse return error.BufferAlloc;
errdefer {
c.wgpuBufferDestroy(buf);
c.wgpuBufferRelease(buf);
}
try self.tracked_buffers.put(buf, {});
self.allocated_vram_bytes += bytes;
return buf;
}
fn free(ctx: *anyopaque, buf_raw: c.WGPUBuffer, size: u64) void {
const self: *GpuArena = @ptrCast(@alignCast(ctx));
if (self.tracked_buffers.remove(buf_raw)) {
c.wgpuBufferDestroy(buf_raw);
c.wgpuBufferRelease(buf_raw);
self.allocated_vram_bytes -= size;
}
}
+222
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@@ -0,0 +1,222 @@
const std = @import("std");
const GpuDevice = @import("GpuDevice.zig");
const GpuAllocator = @import("GpuAllocator.zig");
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
const c = @import("utils.zig").c;
const viewStr = @import("utils.zig").viewStr;
child_allocator: GpuAllocator, // I use Zig naming child_allocator, but that should be a parent for me. Likely something idk
tracked_buffers: std.AutoHashMap(c.WGPUBuffer, c.WGPUBufferDescriptor),
tracked_textures: std.AutoHashMap(c.WGPUTexture, c.WGPUTextureDescriptor),
tracked_views: std.AutoHashMap(c.WGPUTextureView, c.WGPUTextureViewDescriptor),
tracked_renders: std.AutoHashMap(c.WGPURenderPipeline, c.WGPURenderPipelineDescriptor),
tracked_computes: std.AutoHashMap(c.WGPUComputePipeline, c.WGPUComputePipelineDescriptor),
allocated_vram_bytes: u64 = 0,
pub fn init(cpu_allocator: std.mem.Allocator, child_allocator: GpuAllocator) @This() {
return .{
.child_allocator = child_allocator,
.tracked_buffers = .init(cpu_allocator),
.tracked_textures = .init(cpu_allocator),
.tracked_views = .init(cpu_allocator),
.tracked_computes = .init(cpu_allocator),
.tracked_renders = .init(cpu_allocator),
};
}
pub fn deinit(self: *@This()) void {
std.log.debug("Freeing GpuArenaAllocator (Used VRAM: {}/{} MB)", .{
self.allocated_vram_bytes / 1024 / 1024,
self.child_allocator.device.def.vram_bytes_limit / 1024 / 1024,
});
var it_buffer = self.tracked_buffers.keyIterator();
while (it_buffer.next()) |buf_ptr|
freeBuffer(self, buf_ptr.*);
self.tracked_buffers.deinit();
var it_tex = self.tracked_textures.keyIterator();
while (it_tex.next()) |buf_ptr|
freeTexture(self, buf_ptr.*);
self.tracked_textures.deinit();
var it_view = self.tracked_views.keyIterator();
while (it_view.next()) |buf_ptr|
freeTextureView(self, buf_ptr.*);
self.tracked_views.deinit();
var it_render = self.tracked_renders.keyIterator();
while (it_render.next()) |buf_ptr|
freeRenderPipeline(self, buf_ptr.*);
self.tracked_renders.deinit();
var it_compute = self.tracked_computes.keyIterator();
while (it_compute.next()) |buf_ptr|
freeComputePipeline(self, buf_ptr.*);
self.tracked_computes.deinit();
std.log.debug("Freed GpuArenaAllocator (Used VRAM: {}/{} MB)", .{
self.allocated_vram_bytes / 1024 / 1024,
self.child_allocator.device.def.vram_bytes_limit / 1024 / 1024,
});
}
/// Returns the type-erased immutable interface wrapper
pub fn gpuAllocator(self: *@This()) GpuAllocator {
return .{
.device = self.child_allocator.device,
.ptr = self,
.vtable = &.{
.allocBuffer = allocBuffer,
.freeBuffer = freeBuffer,
.allocTexture = allocTexture,
.freeTexture = freeTexture,
.allocTextureView = allocTextureView,
.freeTextureView = freeTextureView,
.allocRenderPipeline = allocRenderPipeline,
.freeRenderPipeline = freeRenderPipeline,
.allocComputePipeline = allocComputePipeline,
.freeComputePipeline = freeComputePipeline,
},
};
}
// NOTE: I use ensureTotalCapacity so I know that try self.tracked_x.put will not fail!
// Like that I dont have to use errdefer to release what I just allocated in VRAM
fn allocBuffer(ctx: *anyopaque, desc: c.WGPUBufferDescriptor) anyerror!c.WGPUBuffer {
const self: *@This() = @ptrCast(@alignCast(ctx));
try self.tracked_buffers.ensureTotalCapacity(self.tracked_buffers.count() + 1);
const bytes = desc.size;
if (bytes > self.child_allocator.device.limits.maxBufferSize)
return error.SingleBufferExceedsLimit;
if (bytes + self.allocated_vram_bytes > self.child_allocator.device.def.vram_bytes_limit)
return error.ExceedsVramBudget;
const raw = try self.child_allocator.allocBuffer(desc);
self.tracked_buffers.putAssumeCapacity(raw, desc);
self.allocated_vram_bytes += desc.size;
std.log.debug("Allocated Buffer '{s}': {d} B (Total VRAM: {}/{} MB)", .{
viewStr(desc.label),
desc.size,
self.allocated_vram_bytes / 1024 / 1024,
self.child_allocator.device.def.vram_bytes_limit / 1024 / 1024,
});
return raw;
}
fn freeBuffer(ctx: *anyopaque, raw: c.WGPUBuffer) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_buffers.fetchRemove(raw)) |kv| {
self.child_allocator.freeBuffer(raw);
self.allocated_vram_bytes -= kv.value.size;
std.log.debug("Freed Buffer '{s}' (Total VRAM: {}/{} MB)", .{
viewStr(kv.value.label),
self.allocated_vram_bytes / 1024 / 1024,
self.child_allocator.device.def.vram_bytes_limit / 1024 / 1024,
});
}
}
fn allocTexture(ctx: *anyopaque, desc: c.WGPUTextureDescriptor) anyerror!c.WGPUTexture {
const self: *@This() = @ptrCast(@alignCast(ctx));
try self.tracked_textures.ensureTotalCapacity(self.tracked_textures.count() + 1);
const format: GpuTextureFormat = @enumFromInt(desc.format);
const bytes_size = desc.size.width * desc.size.height * format.bytesPerPixel();
if (bytes_size + self.allocated_vram_bytes > self.child_allocator.device.def.vram_bytes_limit)
return error.ExceedsVramBudget;
const raw = try self.child_allocator.allocTexture(desc);
self.tracked_textures.putAssumeCapacity(raw, desc);
self.allocated_vram_bytes += bytes_size;
std.log.debug("Allocated Texture '{s}': {d} B (Total VRAM: {}/{} MB)", .{
viewStr(desc.label),
bytes_size,
self.allocated_vram_bytes / 1024 / 1024,
self.child_allocator.device.def.vram_bytes_limit / 1024 / 1024,
});
return raw;
}
fn freeTexture(ctx: *anyopaque, raw: c.WGPUTexture) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_textures.fetchRemove(raw)) |kv| {
self.child_allocator.freeTexture(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;
std.log.debug("Freed Texture '{s}' (Total VRAM: {}/{} MB)", .{
viewStr(desc.label),
self.allocated_vram_bytes / 1024 / 1024,
self.child_allocator.device.def.vram_bytes_limit / 1024 / 1024,
});
}
}
fn allocTextureView(ctx: *anyopaque, texture: c.WGPUTexture, desc: c.WGPUTextureViewDescriptor) anyerror!c.WGPUTextureView {
const self: *@This() = @ptrCast(@alignCast(ctx));
try self.tracked_views.ensureTotalCapacity(self.tracked_views.count() + 1);
const raw = try self.child_allocator.allocTextureView(texture, desc);
self.tracked_views.putAssumeCapacity(raw, desc);
std.log.debug("Allocated Texture View '{s}'", .{viewStr(desc.label)});
return raw;
}
fn freeTextureView(ctx: *anyopaque, raw: c.WGPUTextureView) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_views.fetchRemove(raw)) |kv| {
self.child_allocator.freeTextureView(raw);
const desc = kv.value;
std.log.debug("Freed Texture View '{s}'", .{viewStr(desc.label)});
}
}
fn allocRenderPipeline(ctx: *anyopaque, desc: c.WGPURenderPipelineDescriptor) anyerror!c.WGPURenderPipeline {
const self: *@This() = @ptrCast(@alignCast(ctx));
try self.tracked_renders.ensureTotalCapacity(self.tracked_renders.count() + 1);
const raw = try self.child_allocator.allocRenderPipeline(desc);
self.tracked_renders.putAssumeCapacity(raw, desc);
std.log.debug("Allocated Render Pipeline '{s}'", .{viewStr(desc.label)});
return raw;
}
fn freeRenderPipeline(ctx: *anyopaque, raw: c.WGPURenderPipeline) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_renders.fetchRemove(raw)) |kv| {
self.child_allocator.freeRenderPipeline(raw);
const desc = kv.value;
std.log.debug("Freed Render Pipeline '{s}'", .{viewStr(desc.label)});
}
}
fn allocComputePipeline(ctx: *anyopaque, desc: c.WGPUComputePipelineDescriptor) anyerror!c.WGPUComputePipeline {
const self: *@This() = @ptrCast(@alignCast(ctx));
try self.tracked_computes.ensureTotalCapacity(self.tracked_computes.count() + 1);
const raw = try self.child_allocator.allocComputePipeline(desc);
self.tracked_computes.putAssumeCapacity(raw, desc);
std.log.debug("Allocated Compute Pipeline '{s}'", .{viewStr(desc.label)});
return raw;
}
fn freeComputePipeline(ctx: *anyopaque, raw: c.WGPUComputePipeline) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (self.tracked_computes.fetchRemove(raw)) |kv| {
self.child_allocator.freeComputePipeline(raw);
const desc = kv.value;
std.log.debug("Freed Compute Pipeline '{s}'", .{viewStr(desc.label)});
}
}
+53 -38
View File
@@ -1,13 +1,13 @@
const std = @import("std");
const c = @import("utils.zig").c;
const GpuAllocator = @import("GpuAllocator.zig");
const svOpt = @import("utils.zig").svOpt;
raw: c.WGPUBuffer,
size: u64, // Now tracks the 4-byte aligned size directly
usage: c.WGPUBufferUsage,
gloc: GpuAllocator,
def: GpuBufferDef,
const BufferUsage = enum(u64) {
pub const GpuBufferUsage = enum(u64) {
None = 0x0000000000000000,
MapRead = 0x0000000000000001,
MapWrite = 0x0000000000000002,
@@ -19,37 +19,46 @@ const BufferUsage = enum(u64) {
Storage = 0x0000000000000080,
Indirect = 0x0000000000000100,
QueryResolve = 0x0000000000000200,
fn enumSetToWGPUBufferUsage(set: std.EnumSet(GpuBufferUsage)) c.WGPUBufferUsage {
var use: u64 = 0;
var iter = set.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
return use;
}
};
/// Allocates the underlying WebGPU handle and registers it to the parent GpuAllocator
pub fn init(gloc: GpuAllocator, size: u64, usage: std.EnumSet(BufferUsage)) !@This() {
var use: u64 = 0;
var iter = usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
pub const GpuBufferDef = struct {
label: ?[]const u8 = null,
size: u64,
usage: std.EnumSet(GpuBufferUsage),
};
pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
// 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, def.size, 4);
const raw_handle = try gloc.allocBuffer(aligned_size, use);
const raw_handle = try gloc.allocBuffer(.{
.size = aligned_size,
.usage = GpuBufferUsage.enumSetToWGPUBufferUsage(def.usage),
.label = svOpt(def.label),
});
return .{
.raw = raw_handle,
.size = aligned_size, // Expose the aligned size to the rest of the application
.usage = use,
.def = def,
.gloc = gloc,
};
}
/// Unregisters from the parent GpuAllocator and cleanly destroys GPU resources
pub fn deinit(self: @This()) void {
self.gloc.freeBuffer(self.raw, self.size);
self.gloc.freeBuffer(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,
@@ -60,12 +69,11 @@ pub fn mapAsync(
_ = 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.
/// CPU to GPU
pub fn load(
self: @This(),
T: type,
@@ -73,9 +81,9 @@ pub fn load(
) !void {
const bytes = data.len * @sizeOf(T);
if (bytes == self.size) {
if (bytes == self.def.size) {
// Aligned path: direct download
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, self.size);
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, self.def.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.
@@ -92,37 +100,27 @@ pub fn load(
}
}
/// GPU to CPU
/// Buffer must have MapRead usage or returns error.BufferNotMappable.
pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const out = try alloc.alloc(T, @divExact(self.size, @sizeOf(T)));
if (!self.def.usage.contains(.MapRead)) return error.BufferNotMappable;
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);
const out = try alloc.alloc(T, @divExact(self.def.size, @sizeOf(T)));
var mapped = false;
staging.mapAsync(
self.mapAsync(
c.WGPUMapMode_Read,
0,
self.size,
self.def.size,
.{ .callback = onMapped, .userdata1 = &mapped },
);
while (!mapped) self.gloc.device.poll();
const ptr: [*]const T = @ptrCast(@alignCast(
staging.getConstMappedRange(0, self.size),
self.getConstMappedRange(0, self.def.size),
));
@memcpy(out[0..out.len], ptr[0..out.len]);
staging.unmap();
self.unmap();
return out;
}
@@ -136,3 +134,20 @@ fn onMapped(
const flag: *bool = @ptrCast(@alignCast(userdata1.?));
flag.* = (status == c.WGPUMapAsyncStatus_Success);
}
/// GPU to GPU. Both buffers must be same size, src needs CopySrc, dst needs CopyDst.
pub fn copy(src: @This(), dst: @This()) !void {
if (src.def.size != dst.def.size) return error.SizeMismatch;
const copy_src: u64 = @intFromEnum(GpuBufferUsage.CopySrc);
const copy_dst: u64 = @intFromEnum(GpuBufferUsage.CopyDst);
if (@as(u64, GpuBufferUsage.enumSetToWGPUBufferUsage(src.def.usage)) & copy_src == 0) return error.SrcNotCopyable;
if (@as(u64, GpuBufferUsage.enumSetToWGPUBufferUsage(dst.def.usage)) & copy_dst == 0) return error.DstNotWritable;
const enc = c.wgpuDeviceCreateCommandEncoder(src.gloc.device.device, null) orelse return error.Encoder;
c.wgpuCommandEncoderCopyBufferToBuffer(enc, src.raw, 0, dst.raw, 0, src.def.size);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(src.gloc.device.queue, 1, &cmd);
}
+176
View File
@@ -0,0 +1,176 @@
const c = @import("utils.zig").c;
const sv = @import("utils.zig").sv;
const svOpt = @import("utils.zig").svOpt;
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 {
label: ?[]const u8 = null,
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,
gloc: GpuAllocator,
def: ComputeDef,
pub fn init(gloc: 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, &.{
.nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(shader);
const pip = try gloc.allocComputePipeline(.{
.label = svOpt(def.label),
.compute = .{ .module = shader, .entryPoint = sv("main") },
});
return .{
.gloc = gloc,
.pip = pip,
.def = def,
};
}
pub fn deinit(self: @This()) void {
self.gloc.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 });`
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.def.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.def.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.def.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, .{
.size = @sizeOf(u32),
.usage = .initMany(&.{ .Uniform, .CopyDst }),
.label = "compute_info_buffer",
});
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;
}
+101 -6
View File
@@ -1,13 +1,17 @@
const std = @import("std");
const c = @import("utils.zig").c;
const sv = @import("utils.zig").sv;
const svOpt = @import("utils.zig").svOpt;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
const Ctx = struct {
adapter: c.WGPUAdapter = null,
device: c.WGPUDevice = null,
};
const GpuDeviceConfig = struct {
const GpuDeviceDef = struct {
label: ?[]const u8 = null,
/// VRAM limit. Default 2 GB
vram_bytes_limit: u64 = 2 * 1024 * 1024 * 1024,
power_preference: enum(c_uint) {
@@ -24,9 +28,9 @@ device: c.WGPUDevice,
queue: c.WGPUQueue,
limits: c.WGPULimits,
config: GpuDeviceConfig,
def: GpuDeviceDef,
pub fn init(config: GpuDeviceConfig) !@This() {
pub fn init(def: GpuDeviceDef) !@This() {
const instance = c.wgpuCreateInstance(
&std.mem.zeroes(c.WGPUInstanceDescriptor),
) orelse return error.NoInstance;
@@ -35,13 +39,25 @@ pub fn init(config: GpuDeviceConfig) !@This() {
var ctx = Ctx{};
_ = c.wgpuInstanceRequestAdapter(
instance,
&.{ .powerPreference = @intFromEnum(config.power_preference) },
&.{ .powerPreference = @intFromEnum(def.power_preference) },
.{ .callback = onAdapter, .userdata1 = &ctx },
);
c.wgpuInstanceProcessEvents(instance);
const adapter = ctx.adapter orelse return error.NoAdapter;
errdefer c.wgpuAdapterRelease(adapter);
var adapter_info = std.mem.zeroes(c.WGPUAdapterInfo);
_ = c.wgpuAdapterGetInfo(adapter, &adapter_info);
std.log.info("=== WebGPU Device Initialized ===", .{});
if (adapter_info.device.length > 0 and adapter_info.device.data != null) {
std.log.info(" Device Name : {s}", .{adapter_info.device.data[0..adapter_info.device.length]});
}
if (adapter_info.architecture.length > 0 and adapter_info.architecture.data != null) {
std.log.info(" Architecture : {s}", .{adapter_info.architecture.data[0..adapter_info.architecture.length]});
}
std.log.info(" Backend Type : {d}", .{adapter_info.backendType});
var supported_features = std.mem.zeroes(c.WGPUSupportedFeatures);
c.wgpuAdapterGetFeatures(adapter, &supported_features);
@@ -49,6 +65,11 @@ pub fn init(config: GpuDeviceConfig) !@This() {
supported_limits.nextInChain = null;
if (c.wgpuAdapterGetLimits(adapter, &supported_limits) != 1) return error.FailedToGetAdapterLimits;
std.log.info(" Max Buf Size : {d} MB", .{supported_limits.maxBufferSize / 1024 / 1024});
std.log.info(" Max Storage : {d} MB", .{supported_limits.maxStorageBufferBindingSize / 1024 / 1024});
std.log.info(" Max Workgroup: X: {d}, Y: {d}, Z: {d}", .{ supported_limits.maxComputeWorkgroupSizeX, supported_limits.maxComputeWorkgroupSizeY, supported_limits.maxComputeWorkgroupSizeZ });
std.log.info(" VRAM Budget : {d} MB", .{def.vram_bytes_limit / 1024 / 1024});
var has_f16 = false;
for (0..supported_features.featureCount) |i| {
if (supported_features.features[i] == c.WGPUFeatureName_ShaderF16) {
@@ -56,6 +77,8 @@ pub fn init(config: GpuDeviceConfig) !@This() {
break;
}
}
std.log.info(" Shader F16 : {}", .{has_f16});
std.log.info("=================================", .{});
var feature_buf = [_]c.WGPUFeatureName{c.WGPUFeatureName_ShaderF16};
const required_features: []const c.WGPUFeatureName =
@@ -63,7 +86,7 @@ pub fn init(config: GpuDeviceConfig) !@This() {
const device_descriptor = c.WGPUDeviceDescriptor{
.nextInChain = null,
.label = sv("TensorCompilerDevice"),
.label = svOpt(def.label),
.requiredFeatureCount = required_features.len,
.requiredFeatures = if (required_features.len > 0) required_features.ptr else null,
.requiredLimits = &supported_limits,
@@ -82,7 +105,7 @@ pub fn init(config: GpuDeviceConfig) !@This() {
.device = device,
.queue = c.wgpuDeviceGetQueue(device),
.limits = supported_limits,
.config = config,
.def = def,
};
}
@@ -127,3 +150,75 @@ fn onDevice(
const ctx: *Ctx = @ptrCast(@alignCast(userdata1.?));
ctx.device = device;
}
// Allocation stuff
/// Returns the type-erased immutable interface wrapper
pub fn gpuAllocator(self: *const @This()) GpuAllocator {
return .{
.device = self.*,
.ptr = @ptrCast(@constCast(self)),
.vtable = &.{
.allocBuffer = allocBuffer,
.freeBuffer = freeBuffer,
.allocTexture = allocTexture,
.freeTexture = freeTexture,
.allocTextureView = allocTextureView,
.freeTextureView = freeTextureView,
.allocRenderPipeline = allocRenderPipeline,
.freeRenderPipeline = freeRenderPipeline,
.allocComputePipeline = allocComputePipeline,
.freeComputePipeline = freeComputePipeline,
},
};
}
fn allocBuffer(ctx: *anyopaque, desc: c.WGPUBufferDescriptor) anyerror!c.WGPUBuffer {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (desc.size > self.limits.maxBufferSize)
return error.SingleBufferExceedsLimit;
return c.wgpuDeviceCreateBuffer(self.device, &desc) orelse return error.BufferAlloc;
}
fn freeBuffer(_: *anyopaque, raw: c.WGPUBuffer) void {
c.wgpuBufferDestroy(raw);
c.wgpuBufferRelease(raw);
}
fn allocTexture(ctx: *anyopaque, desc: c.WGPUTextureDescriptor) anyerror!c.WGPUTexture {
const self: *@This() = @ptrCast(@alignCast(ctx));
const format: GpuTextureFormat = @enumFromInt(desc.format);
if (desc.size.width * desc.size.height * format.bytesPerPixel() > self.limits.maxBufferSize)
return error.SingleBufferExceedsLimit;
return c.wgpuDeviceCreateTexture(self.device, &desc) orelse return error.Texture;
}
fn freeTexture(_: *anyopaque, raw: c.WGPUTexture) void {
c.wgpuTextureRelease(raw);
}
fn allocTextureView(_: *anyopaque, texture: c.WGPUTexture, desc: c.WGPUTextureViewDescriptor) anyerror!c.WGPUTextureView {
return c.wgpuTextureCreateView(texture, &desc) orelse return error.View;
}
fn freeTextureView(_: *anyopaque, raw: c.WGPUTextureView) void {
c.wgpuTextureViewRelease(raw);
}
fn allocRenderPipeline(ctx: *anyopaque, desc: c.WGPURenderPipelineDescriptor) anyerror!c.WGPURenderPipeline {
const self: *@This() = @ptrCast(@alignCast(ctx));
return c.wgpuDeviceCreateRenderPipeline(self.device, &desc) orelse return error.Pipeline;
}
fn freeRenderPipeline(_: *anyopaque, raw: c.WGPURenderPipeline) void {
c.wgpuRenderPipelineRelease(raw);
}
fn allocComputePipeline(ctx: *anyopaque, desc: c.WGPUComputePipelineDescriptor) anyerror!c.WGPUComputePipeline {
const self: *@This() = @ptrCast(@alignCast(ctx));
return c.wgpuDeviceCreateComputePipeline(self.device, &desc) orelse return error.Pipeline;
}
fn freeComputePipeline(_: *anyopaque, raw: c.WGPUComputePipeline) void {
c.wgpuComputePipelineRelease(raw);
}
-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;
}
+184
View File
@@ -0,0 +1,184 @@
const std = @import("std");
const c = @import("utils.zig").c;
const sv = @import("utils.zig").sv;
const svOpt = @import("utils.zig").svOpt;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuBuffer = @import("GpuBuffer.zig");
const GpuDevice = @import("GpuDevice.zig");
const GpuTextureView = @import("GpuTextureView.zig");
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
pub const Binding = struct {
element_size: u32 = 0,
};
pub const GpuRenderDef = struct {
label: ?[]const u8 = null,
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,
};
gloc: GpuAllocator,
pip: c.WGPURenderPipeline,
def: GpuRenderDef,
pub fn init(gloc: 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, &.{
.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 = try gloc.allocRenderPipeline(.{
.label = svOpt(def.label),
.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,
});
return .{
.gloc = gloc,
.pip = pip,
.def = def,
};
}
pub fn deinit(self: @This()) void {
self.gloc.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,
target_view: GpuTextureView,
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.raw,
.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);
}
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@@ -0,0 +1,189 @@
const std = @import("std");
const c = @import("utils.zig").c;
const svOpt = @import("utils.zig").svOpt;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuBuffer = @import("GpuBuffer.zig");
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
const GpuTextureUsage = @import("lib.zig").GpuTextureUsage;
pub const GpuTextureDef = struct {
label: ?[]const u8 = null,
size: c.WGPUExtent3D,
usage: std.EnumSet(GpuTextureUsage),
format: GpuTextureFormat,
};
raw: c.WGPUTexture,
gloc: GpuAllocator,
def: GpuTextureDef,
pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() {
var use: u64 = 0;
var iter = def.usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag);
const desc = c.WGPUTextureDescriptor{
.label = svOpt(def.label),
.usage = use,
.dimension = c.WGPUTextureDimension_2D,
.size = def.size,
.format = @intFromEnum(def.format),
.mipLevelCount = 1,
.sampleCount = 1,
};
const raw = try gloc.allocTexture(desc);
return .{ .gloc = gloc, .raw = raw, .def = def };
}
pub fn deinit(self: @This()) void {
self.gloc.freeTexture(self.raw);
}
pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
return c.wgpuBufferGetConstMappedRange(self.raw, offset, size);
}
pub fn bytesSize(self: @This()) u32 {
return self.bytesSizeRow() * self.def.size.height;
}
pub fn bytesSizeRow(self: @This()) u32 {
return self.def.size.width * self.def.format.bytesPerPixel();
}
/// Return a GpuBuffer containing a copy of the texture.
pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer {
const buf = try GpuBuffer.init(gloc, .{
.size = self.bytesSize(),
.usage = .initMany(&.{ .CopyDst, .CopySrc }),
.label = "texture_copy_buffer",
});
const enc = c.wgpuDeviceCreateCommandEncoder(gloc.device.device, null) orelse return error.Encoder;
defer c.wgpuCommandEncoderRelease(enc);
const src_copy = c.WGPUTexelCopyTextureInfo{
.texture = self.raw,
.mipLevel = 0,
.origin = .{ .x = 0, .y = 0, .z = 0 },
.aspect = c.WGPUTextureAspect_All,
};
const dst_copy = c.WGPUTexelCopyBufferInfo{
.buffer = buf.raw,
.layout = .{
.offset = 0,
.bytesPerRow = self.bytesSizeRow(),
.rowsPerImage = self.def.size.height,
},
};
c.wgpuCommandEncoderCopyTextureToBuffer(enc, &src_copy, &dst_copy, &self.def.size);
const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd);
return buf;
}
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);
}
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);
c.wgpuQueueWriteTexture(
self.gloc.device.queue,
&.{
.texture = self.raw,
.mipLevel = 0,
.origin = .{ .x = 0, .y = 0, .z = 0 },
.aspect = c.WGPUTextureAspect_All,
},
data.ptr,
bytes,
&.{
.offset = 0,
.bytesPerRow = self.bytesSizeRow(),
.rowsPerImage = self.def.size.height,
},
&self.def.size,
);
}
// GPU to CPU
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, .{
.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 src_copy = c.WGPUTexelCopyTextureInfo{
.texture = self.raw,
.mipLevel = 0,
.origin = .{ .x = 0, .y = 0, .z = 0 },
.aspect = c.WGPUTextureAspect_All,
};
const dst_copy = c.WGPUTexelCopyBufferInfo{
.buffer = staging.raw,
.layout = .{
.offset = 0,
.bytesPerRow = self.bytesSizeRow(),
.rowsPerImage = self.def.size.height,
},
};
c.wgpuCommandEncoderCopyTextureToBuffer(enc, &src_copy, &dst_copy, &self.def.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);
}
+35
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@@ -0,0 +1,35 @@
const std = @import("std");
const c = @import("utils.zig").c;
const svOpt = @import("utils.zig").svOpt;
const GpuAllocator = @import("GpuAllocator.zig");
const GpuTexture = @import("lib.zig").GpuTexture;
const GpuTextureFormat = @import("lib.zig").GpuTextureFormat;
const GpuTextureUsage = @import("lib.zig").GpuTextureUsage;
pub const GpuViewDef = struct {
label: ?[]const u8 = null,
usage: std.EnumSet(GpuTextureUsage) = .empty,
format: GpuTextureFormat = .Undefined,
};
raw: c.WGPUTextureView,
gloc: GpuAllocator,
pub fn init(gloc: 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, .{
.label = svOpt(def.label),
.format = @intFromEnum(def.format),
.usage = use,
.mipLevelCount = 1,
.arrayLayerCount = 1,
});
return .{ .gloc = gloc, .raw = raw };
}
pub fn deinit(self: @This()) void {
self.gloc.freeTextureView(self.raw);
}
+184 -2
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@@ -1,5 +1,187 @@
pub const GpuAllocator = @import("GpuAllocator.zig");
pub const GpuArena = @import("GpuArena.zig");
pub const GpuArenaAllocator = @import("GpuArenaAllocator.zig");
pub const GpuBuffer = @import("GpuBuffer.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 GpuTextureView = @import("GpuTextureView.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,
};
}
};
pub const GpuTextureUsage = enum(u64) {
None = 0x0000000000000000,
CopySrc = 0x0000000000000001,
CopyDst = 0x0000000000000002,
TextureBinding = 0x0000000000000004,
StorageBinding = 0x0000000000000008,
RenderAttachment = 0x0000000000000010,
TransientAttachment = 0x0000000000000020,
};
+14
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@@ -3,3 +3,17 @@ pub const c = @cImport(@cInclude("wgpu.h"));
pub fn sv(s: []const u8) c.WGPUStringView {
return .{ .data = s.ptr, .length = s.len };
}
/// Allows safely passing an optional Zig string to a WebGPU string view.
pub fn svOpt(s: ?[]const u8) c.WGPUStringView {
if (s) |str| return sv(str);
return .{ .data = null, .length = 0 };
}
/// Helper to print a WGPUStringView in your logs.
pub fn viewStr(view: c.WGPUStringView) []const u8 {
if (view.data != null and view.length > 0) {
return view.data[0..view.length];
}
return "unnamed";
}