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adrien
e3e39af1a4 Formated README 2026-05-27 13:20:13 +02:00
adrien
ff1226f268 Renamed gloc to glloc 2026-05-27 11:59:51 +02:00
10 changed files with 120 additions and 99 deletions

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@ -1,22 +1,37 @@
# Minimal Zig WebGPU Compute & Render Library # Minimal Zig WebGPU Compute & Render Library
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. 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 ## Core Modules
The library exports the following 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. It provides the base `GpuAllocator` for raw VRAM allocations. * **`GpuDevice`**: Initializes the WebGPU instance, adapter, device, and queue.
* **`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. It is configured to prioritize high performance and automatically requests the `ShaderF16`
* **`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. feature if the adapter supports it. It provides the base `GpuAllocator` for raw
* **`GpuCompute`**: Compiles WGSL source code into a compute pipeline and dispatches compute workgroups. VRAM allocations.
* **`GpuRender` / `GpuTexture` / `GpuTextureView`**: Components used to initialize render pipelines, set up render attachments (textures), and bind render targets for offscreen drawing. * **`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.
--- ---
## Example 1: Compute Pipeline ## 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: 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 ```zig
const std = @import("std"); const std = @import("std");
@ -93,7 +108,8 @@ pub fn main(init: std.process.Init) !void {
## Example 2: Rendering Pipeline (Offscreen to PPM Image) ## 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, 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: and pull the frame pixels back to the CPU to write a standard image file:
```zig ```zig
@ -179,7 +195,8 @@ fn savePpm(io: std.Io, filename: []const u8, w: u32, h: u32, rgba_pixels: []cons
## Running Examples Locally ## Running Examples Locally
If you have cloned the repository, you can run the included examples directly using the Zig build system: If you have cloned the repository, you can run the included examples directly
using the Zig build system:
```bash ```bash
# Run the rendering example (generates circle.ppm) # Run the rendering example (generates circle.ppm)
@ -196,12 +213,14 @@ zig build bench_cp
## Dependencies ## Dependencies
* **`wgpu.h`**: The library relies on 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 ## System Requirements
Because this library binds to native system graphics APIs via `wgpu-native`, 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. you must ensure the appropriate development headers and libraries are available
on your system before compiling.
It work both for x86_64 and aarch64 on all platforms. It work both for x86_64 and aarch64 on all platforms.
@ -213,11 +232,13 @@ It work both for x86_64 and aarch64 on all platforms.
### macOS (Metal) ### macOS (Metal)
No extra installation required. Automatically links against `Metal`, `QuartzCore`, `Foundation`, and `CoreGraphics`. No extra installation required. Automatically links against `Metal`, `QuartzCore`,
`Foundation`, and `CoreGraphics`.
### Windows (DirectX 12) ### Windows (DirectX 12)
No extra installation required. Automatically links against `d3d12`, `dxgi`, and `user32`. Ensure you have MSVC build tools installed. No extra installation required. Automatically links against `d3d12`, `dxgi`, and
`user32`. Ensure you have MSVC build tools installed.
--- ---
@ -226,7 +247,7 @@ No extra installation required. Automatically links against `d3d12`, `dxgi`, and
Add it to your `build.zig.zon`: Add it to your `build.zig.zon`:
```bash ```bash
zig fetch --save git+[https://git.bouvais.lu/adrien/zig-wgpu#ref=0.2.0](https://git.bouvais.lu/adrien/zig-wgpu) zig fetch --save git+https://git.bouvais.lu/adrien/zig-wgpu#ref=0.3.0
``` ```
Then, expose it in your `build.zig`: Then, expose it in your `build.zig`:

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@ -1,6 +1,6 @@
.{ .{
.name = .zig_wgpu, .name = .zig_wgpu,
.version = "0.2.0", .version = "0.3.0",
.fingerprint = 0x5d0e853acbc0c2c6, .fingerprint = 0x5d0e853acbc0c2c6,
.minimum_zig_version = "0.16.0", .minimum_zig_version = "0.16.0",
.dependencies = .{}, .dependencies = .{},

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@ -13,10 +13,10 @@ const Vec = struct {
buf: GpuBuffer, buf: GpuBuffer,
len: usize, len: usize,
// Changed: gloc is passed by value (const) // Changed: glloc is passed by value (const)
pub fn initZero(gloc: GpuAllocator, len: usize) !Vec { pub fn initZero(glloc: GpuAllocator, len: usize) !Vec {
return .{ return .{
.buf = try GpuBuffer.init(gloc, .{ .buf = try GpuBuffer.init(glloc, .{
.size = len * @sizeOf(f16), .size = len * @sizeOf(f16),
.usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }), .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }),
}), }),
@ -24,9 +24,9 @@ const Vec = struct {
}; };
} }
// Changed: gloc is passed by value // Changed: glloc is passed by value
pub fn initLoad(gloc: GpuAllocator, data: []const f16) !Vec { pub fn initLoad(glloc: GpuAllocator, data: []const f16) !Vec {
var self = try initZero(gloc, data.len); var self = try initZero(glloc, data.len);
try self.load(data); // Direct access via the interface copy try self.load(data); // Direct access via the interface copy
return self; return self;
} }
@ -40,18 +40,18 @@ const Vec = struct {
try self.buf.load(f16, data); try self.buf.load(f16, data);
} }
// Changed: gloc is passed by value instead of *GpuAllocator // Changed: glloc is passed by value instead of *GpuAllocator
pub fn run(self: Vec, gloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec { pub fn run(self: Vec, glloc: GpuAllocator, other: Vec, process: GpuCompute) !Vec {
std.debug.assert(self.len == other.len); std.debug.assert(self.len == other.len);
const result = try Vec.initZero(gloc, self.len); const result = try Vec.initZero(glloc, self.len);
errdefer result.deinit(); errdefer result.deinit();
try process.run(gloc, .{ self.buf, other.buf, result.buf }); try process.run(glloc, .{ self.buf, other.buf, result.buf });
return result; return result;
} }
// Changed: gloc is passed by value instead of *GpuAllocator // Changed: glloc is passed by value instead of *GpuAllocator
pub fn read(self: Vec, alloc: std.mem.Allocator) ![]f16 { pub fn read(self: Vec, alloc: std.mem.Allocator) ![]f16 {
return self.buf.read(alloc, f16); return self.buf.read(alloc, f16);
} }
@ -63,9 +63,9 @@ pub fn main(init: std.process.Init) !void {
var grena = GpuArenaAllocator.init(init.gpa, device.gpuAllocator()); var grena = GpuArenaAllocator.init(init.gpa, device.gpuAllocator());
defer grena.deinit(); defer grena.deinit();
const gloc = grena.gpuAllocator(); const glloc = grena.gpuAllocator();
const add_pip = try GpuCompute.init(gloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{ const add_pip = try GpuCompute.init(glloc, @embedFile("shaders/add.wgsl"), .{ .bindings = &.{
.{ .element_size = @sizeOf(f16) }, .{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) }, .{ .element_size = @sizeOf(f16) },
.{ .element_size = @sizeOf(f16) }, .{ .element_size = @sizeOf(f16) },
@ -120,9 +120,9 @@ pub fn main(init: std.process.Init) !void {
// --- 1. GPU ALLOCATION PHASE --- // --- 1. GPU ALLOCATION PHASE ---
const alloc_start = std.Io.Clock.awake.now(init.io); const alloc_start = std.Io.Clock.awake.now(init.io);
const a = try Vec.initLoad(gloc, data_a); const a = try Vec.initLoad(glloc, data_a);
defer a.deinit(); defer a.deinit();
const b = try Vec.initLoad(gloc, data_b); const b = try Vec.initLoad(glloc, data_b);
defer b.deinit(); defer b.deinit();
const alloc_duration = alloc_start.durationTo(std.Io.Clock.awake.now(init.io)); const alloc_duration = alloc_start.durationTo(std.Io.Clock.awake.now(init.io));
@ -132,7 +132,7 @@ pub fn main(init: std.process.Init) !void {
// --- 2. COMPUTE PHASE --- // --- 2. COMPUTE PHASE ---
const compute_start = std.Io.Clock.awake.now(init.io); const compute_start = std.Io.Clock.awake.now(init.io);
const sum = try a.run(gloc, b, add_pip); const sum = try a.run(glloc, b, add_pip);
defer sum.deinit(); defer sum.deinit();
// All 3 buffers (a, b, sum) are currently resident in VRAM here. // 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 {
// 2. Init VRAM Arena // 2. Init VRAM Arena
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator()); var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit(); defer grena.deinit();
const gloc = grena.gpuAllocator(); const glloc = grena.gpuAllocator();
// 3. Load Render Pipeline // 3. Load Render Pipeline
const circle_rp = try GpuRender.init( const circle_rp = try GpuRender.init(
gloc, glloc,
@embedFile("shaders/circle.wgsl"), @embedFile("shaders/circle.wgsl"),
.{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip }, .{ .bindings = &.{}, .texture_format = .RGBA8Unorm, .topology = .TriangleStrip },
); );
defer circle_rp.deinit(); defer circle_rp.deinit();
// 4. Create VRAM texture to render into // 4. Create VRAM texture to render into
const texture = try GpuTexture.init(gloc, .{ const texture = try GpuTexture.init(glloc, .{
.format = .RGBA8Unorm, .format = .RGBA8Unorm,
.size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 }, .size = .{ .width = width, .height = height, .depthOrArrayLayers = 1 },
.usage = .initMany(&.{ .RenderAttachment, .CopySrc }), .usage = .initMany(&.{ .RenderAttachment, .CopySrc }),
@ -39,14 +39,14 @@ pub fn main(init: std.process.Init) !void {
defer texture.deinit(); defer texture.deinit();
// 5. Create a view from texture // 5. Create a view from texture
const view = try GpuTextureView.init(gloc, texture, .{}); const view = try GpuTextureView.init(glloc, texture, .{});
defer view.deinit(); defer view.deinit();
// 6. Run the rendering pipeline // 6. Run the rendering pipeline
try circle_rp.draw(gloc, view, 4, .{}); try circle_rp.draw(glloc, view, 4, .{});
// 7. Load Texture into GpuBuffer // 7. Load Texture into GpuBuffer
const cpu_staging_cpu = try texture.buffCopy(gloc); const cpu_staging_cpu = try texture.buffCopy(glloc);
defer cpu_staging_cpu.deinit(); defer cpu_staging_cpu.deinit();
// 8. Read GpuBuffer to CPU // 8. Read GpuBuffer to CPU

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@ -15,11 +15,11 @@ pub fn main(init: std.process.Init) !void {
// 2. Create a GPU Arena to manage VRAM // 2. Create a GPU Arena to manage VRAM
var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator()); var grena = GpuArenaAllocator.init(allocator, device.gpuAllocator());
defer grena.deinit(); defer grena.deinit();
const gloc = grena.gpuAllocator(); const glloc = grena.gpuAllocator();
// 3. Load the WGSL compute pipeline // 3. Load the WGSL compute pipeline
const add_cp = try GpuCompute.init( const add_cp = try GpuCompute.init(
gloc, glloc,
@embedFile("shaders/add.wgsl"), @embedFile("shaders/add.wgsl"),
.{ .{
.label = "add", .label = "add",
@ -45,9 +45,9 @@ pub fn main(init: std.process.Init) !void {
// 5. Initialize raw GPU Buffers // 5. Initialize raw GPU Buffers
const byte_size = len * @sizeOf(f16); 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_a = try GpuBuffer.init(glloc, .{ .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_b = try GpuBuffer.init(glloc, .{ .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 }) }); const buf_out = try GpuBuffer.init(glloc, .{ .label = "out", .size = byte_size, .usage = .initMany(&.{ .Storage, .CopyDst, .CopySrc }) });
// Note: Buffers are safely tied to the GpuArenaAllocator 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. // release them at the end. You can also manually call buf_x.deinit() if desired.
@ -58,10 +58,10 @@ pub fn main(init: std.process.Init) !void {
try buf_b.load(f16, data_b); try buf_b.load(f16, data_b);
// 7. Dispatch the Compute // 7. Dispatch the Compute
try add_cp.run(gloc, .{ buf_a, buf_b, buf_out }); try add_cp.run(glloc, .{ buf_a, buf_b, buf_out });
// 8. Map and copy the resulting buffer back to the CPU // 8. Map and copy the resulting buffer back to the CPU
const staging = try GpuBuffer.init(gloc, .{ const staging = try GpuBuffer.init(glloc, .{
.size = byte_size, .size = byte_size,
.usage = .initMany(&.{ .MapRead, .CopyDst }), .usage = .initMany(&.{ .MapRead, .CopyDst }),
}); });

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@ -4,7 +4,7 @@ const GpuAllocator = @import("GpuAllocator.zig");
const svOpt = @import("utils.zig").svOpt; const svOpt = @import("utils.zig").svOpt;
raw: c.WGPUBuffer, raw: c.WGPUBuffer,
gloc: GpuAllocator, glloc: GpuAllocator,
def: GpuBufferDef, def: GpuBufferDef,
pub const GpuBufferUsage = enum(u64) { pub const GpuBufferUsage = enum(u64) {
@ -34,12 +34,12 @@ pub const GpuBufferDef = struct {
usage: std.EnumSet(GpuBufferUsage), usage: std.EnumSet(GpuBufferUsage),
}; };
pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() { pub fn init(glloc: GpuAllocator, def: GpuBufferDef) !@This() {
// Automatically align the buffer size forward to a multiple of 4 bytes under the hood // Automatically align the buffer size forward to a multiple of 4 bytes under the hood
const aligned_size = std.mem.alignForward(u64, def.size, 4); const aligned_size = std.mem.alignForward(u64, def.size, 4);
const raw_handle = try gloc.allocBuffer(.{ const raw_handle = try glloc.allocBuffer(.{
.size = aligned_size, .size = aligned_size,
.usage = GpuBufferUsage.enumSetToWGPUBufferUsage(def.usage), .usage = GpuBufferUsage.enumSetToWGPUBufferUsage(def.usage),
.label = svOpt(def.label), .label = svOpt(def.label),
@ -47,12 +47,12 @@ pub fn init(gloc: GpuAllocator, def: GpuBufferDef) !@This() {
return .{ return .{
.raw = raw_handle, .raw = raw_handle,
.def = def, .def = def,
.gloc = gloc, .glloc = glloc,
}; };
} }
pub fn deinit(self: @This()) void { pub fn deinit(self: @This()) void {
self.gloc.freeBuffer(self.raw); self.glloc.freeBuffer(self.raw);
} }
pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque { pub fn getConstMappedRange(self: @This(), offset: u64, size: u64) ?*const anyopaque {
@ -83,20 +83,20 @@ pub fn load(
if (bytes == self.def.size) { if (bytes == self.def.size) {
// Aligned path: direct download // Aligned path: direct download
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, self.def.size); c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, 0, data.ptr, self.def.size);
} else { } else {
// Unaligned path: Split the write into an aligned chunk and a padded remainder // Unaligned path: Split the write into an aligned chunk and a padded remainder
// to support arbitrary lengths without any allocations or large stack arrays. // to support arbitrary lengths without any allocations or large stack arrays.
const aligned_part = (bytes / 4) * 4; const aligned_part = (bytes / 4) * 4;
if (aligned_part > 0) { if (aligned_part > 0) {
c.wgpuQueueWriteBuffer(self.gloc.device.queue, self.raw, 0, data.ptr, aligned_part); c.wgpuQueueWriteBuffer(self.glloc.device.queue, self.raw, 0, data.ptr, aligned_part);
} }
var remainder_buf: [4]u8 = .{ 0, 0, 0, 0 }; var remainder_buf: [4]u8 = .{ 0, 0, 0, 0 };
const data_bytes = std.mem.sliceAsBytes(data); const data_bytes = std.mem.sliceAsBytes(data);
@memcpy(remainder_buf[0 .. bytes - aligned_part], data_bytes[aligned_part..bytes]); @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);
} }
} }
@ -114,7 +114,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
self.def.size, self.def.size,
.{ .callback = onMapped, .userdata1 = &mapped }, .{ .callback = onMapped, .userdata1 = &mapped },
); );
while (!mapped) self.gloc.device.poll(); while (!mapped) self.glloc.device.poll();
const ptr: [*]const T = @ptrCast(@alignCast( const ptr: [*]const T = @ptrCast(@alignCast(
self.getConstMappedRange(0, self.def.size), self.getConstMappedRange(0, self.def.size),
@ -144,10 +144,10 @@ pub fn copy(src: @This(), dst: @This()) !void {
if (@as(u64, GpuBufferUsage.enumSetToWGPUBufferUsage(src.def.usage)) & copy_src == 0) return error.SrcNotCopyable; 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; 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; const enc = c.wgpuDeviceCreateCommandEncoder(src.glloc.device.device, null) orelse return error.Encoder;
c.wgpuCommandEncoderCopyBufferToBuffer(enc, src.raw, 0, dst.raw, 0, src.def.size); c.wgpuCommandEncoderCopyBufferToBuffer(enc, src.raw, 0, dst.raw, 0, src.def.size);
const cmd = c.wgpuCommandEncoderFinish(enc, null); const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc); defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd); defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(src.gloc.device.queue, 1, &cmd); c.wgpuQueueSubmit(src.glloc.device.queue, 1, &cmd);
} }

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@ -22,40 +22,40 @@ pub const ComputeDef = struct {
}; };
pip: c.WGPUComputePipeline, pip: c.WGPUComputePipeline,
gloc: GpuAllocator, glloc: GpuAllocator,
def: ComputeDef, 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{ var wgsl_src = c.WGPUShaderSourceWGSL{
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL }, .chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
.code = sv(wgsl), .code = sv(wgsl),
}; };
const shader = c.wgpuDeviceCreateShaderModule(gloc.device.device, &.{ const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
.nextInChain = @ptrCast(&wgsl_src), .nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader; }) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(shader); defer c.wgpuShaderModuleRelease(shader);
const pip = try gloc.allocComputePipeline(.{ const pip = try glloc.allocComputePipeline(.{
.label = svOpt(def.label), .label = svOpt(def.label),
.compute = .{ .module = shader, .entryPoint = sv("main") }, .compute = .{ .module = shader, .entryPoint = sv("main") },
}); });
return .{ return .{
.gloc = gloc, .glloc = glloc,
.pip = pip, .pip = pip,
.def = def, .def = def,
}; };
} }
pub fn deinit(self: @This()) void { 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. /// 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( pub fn run(
self: @This(), self: @This(),
gloc: GpuAllocator, glloc: GpuAllocator,
args: anytype, args: anytype,
) !void { ) !void {
const type_info = @typeInfo(@TypeOf(args)); const type_info = @typeInfo(@TypeOf(args));
@ -113,12 +113,12 @@ pub fn run(
defer if (info_buf) |b| b.deinit(); defer if (info_buf) |b| b.deinit();
if (self.def.append_info_buffer) { if (self.def.append_info_buffer) {
info_buf = try GpuBuffer.init(gloc, .{ info_buf = try GpuBuffer.init(glloc, .{
.size = @sizeOf(u32), .size = @sizeOf(u32),
.usage = .initMany(&.{ .Uniform, .CopyDst }), .usage = .initMany(&.{ .Uniform, .CopyDst }),
.label = "compute_info_buffer", .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] = .{ entries_buf[entry_count] = .{
.binding = @intCast(entry_count), .binding = @intCast(entry_count),
@ -130,11 +130,11 @@ pub fn run(
} }
const entries = entries_buf[0..entry_count]; 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( fn submitPass(
gloc: GpuAllocator, glloc: GpuAllocator,
pipeline: c.WGPUComputePipeline, pipeline: c.WGPUComputePipeline,
entries: []const c.WGPUBindGroupEntry, entries: []const c.WGPUBindGroupEntry,
n: usize, n: usize,
@ -146,14 +146,14 @@ fn submitPass(
const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0); const bgl = c.wgpuComputePipelineGetBindGroupLayout(pipeline, 0);
defer c.wgpuBindGroupLayoutRelease(bgl); defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{ const bg = c.wgpuDeviceCreateBindGroup(glloc.device.device, &.{
.layout = bgl, .layout = bgl,
.entries = entries.ptr, .entries = entries.ptr,
.entryCount = entries.len, .entryCount = entries.len,
}) orelse return error.BindGroup; }) orelse return error.BindGroup;
defer c.wgpuBindGroupRelease(bg); 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); const pass = c.wgpuCommandEncoderBeginComputePass(enc, null);
c.wgpuComputePassEncoderSetPipeline(pass, pipeline); c.wgpuComputePassEncoderSetPipeline(pass, pipeline);
c.wgpuComputePassEncoderSetBindGroup(pass, 0, bg, 0, null); c.wgpuComputePassEncoderSetBindGroup(pass, 0, bg, 0, null);
@ -168,7 +168,7 @@ fn submitPass(
const cmd = c.wgpuCommandEncoderFinish(enc, null); const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc); defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd); 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 { fn ceilDiv(n: usize, d: usize) usize {

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@ -34,16 +34,16 @@ const GpuPrimitiveTopology = enum(c_uint) {
Force32 = 0x7FFFFFFF, Force32 = 0x7FFFFFFF,
}; };
gloc: GpuAllocator, glloc: GpuAllocator,
pip: c.WGPURenderPipeline, pip: c.WGPURenderPipeline,
def: GpuRenderDef, 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{ var wgsl_src = c.WGPUShaderSourceWGSL{
.chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL }, .chain = .{ .sType = c.WGPUSType_ShaderSourceWGSL },
.code = sv(wgsl), .code = sv(wgsl),
}; };
const shader = c.wgpuDeviceCreateShaderModule(gloc.device.device, &.{ const shader = c.wgpuDeviceCreateShaderModule(glloc.device.device, &.{
.nextInChain = @ptrCast(&wgsl_src), .nextInChain = @ptrCast(&wgsl_src),
}) orelse return error.Shader; }) orelse return error.Shader;
defer c.wgpuShaderModuleRelease(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 // 3. Compile the Complete Render Pipeline
const pip = try gloc.allocRenderPipeline(.{ const pip = try glloc.allocRenderPipeline(.{
.label = svOpt(def.label), .label = svOpt(def.label),
.vertex = .{ .vertex = .{
.module = shader, .module = shader,
@ -90,21 +90,21 @@ pub fn init(gloc: GpuAllocator, wgsl: []const u8, def: GpuRenderDef) !@This() {
}); });
return .{ return .{
.gloc = gloc, .glloc = glloc,
.pip = pip, .pip = pip,
.def = def, .def = def,
}; };
} }
pub fn deinit(self: @This()) void { 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. /// Execute the render pass targeting a specific frame texture view.
/// Passes bind groups via a tuple exactly like your original compute setup. /// Passes bind groups via a tuple exactly like your original compute setup.
pub fn draw( pub fn draw(
self: @This(), self: @This(),
gloc: GpuAllocator, glloc: GpuAllocator,
target_view: GpuTextureView, target_view: GpuTextureView,
vertex_count: u32, vertex_count: u32,
args: anytype, args: anytype,
@ -138,7 +138,7 @@ pub fn draw(
const bgl = c.wgpuRenderPipelineGetBindGroupLayout(self.pip, 0); const bgl = c.wgpuRenderPipelineGetBindGroupLayout(self.pip, 0);
defer c.wgpuBindGroupLayoutRelease(bgl); defer c.wgpuBindGroupLayoutRelease(bgl);
const bg = c.wgpuDeviceCreateBindGroup(gloc.device.device, &.{ const bg = c.wgpuDeviceCreateBindGroup(glloc.device.device, &.{
.layout = bgl, .layout = bgl,
.entries = entries.ptr, .entries = entries.ptr,
.entryCount = @intCast(entries.len), .entryCount = @intCast(entries.len),
@ -146,7 +146,7 @@ pub fn draw(
defer c.wgpuBindGroupRelease(bg); defer c.wgpuBindGroupRelease(bg);
// Encode Render Command // 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); defer c.wgpuCommandEncoderRelease(enc);
const color_attachment = c.WGPURenderPassColorAttachment{ const color_attachment = c.WGPURenderPassColorAttachment{
@ -180,5 +180,5 @@ pub fn draw(
const cmd = c.wgpuCommandEncoderFinish(enc, null); const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd); defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd); c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
} }

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@ -14,10 +14,10 @@ pub const GpuTextureDef = struct {
}; };
raw: c.WGPUTexture, raw: c.WGPUTexture,
gloc: GpuAllocator, glloc: GpuAllocator,
def: GpuTextureDef, def: GpuTextureDef,
pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() { pub fn init(glloc: GpuAllocator, def: GpuTextureDef) !@This() {
var use: u64 = 0; var use: u64 = 0;
var iter = def.usage.iterator(); var iter = def.usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag); while (iter.next()) |flag| use |= @intFromEnum(flag);
@ -31,13 +31,13 @@ pub fn init(gloc: GpuAllocator, def: GpuTextureDef) !@This() {
.mipLevelCount = 1, .mipLevelCount = 1,
.sampleCount = 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 { 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 { 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. /// Return a GpuBuffer containing a copy of the texture.
pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer { pub fn buffCopy(self: @This(), glloc: GpuAllocator) !GpuBuffer {
const buf = try GpuBuffer.init(gloc, .{ const buf = try GpuBuffer.init(glloc, .{
.size = self.bytesSize(), .size = self.bytesSize(),
.usage = .initMany(&.{ .CopyDst, .CopySrc }), .usage = .initMany(&.{ .CopyDst, .CopySrc }),
.label = "texture_copy_buffer", .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); defer c.wgpuCommandEncoderRelease(enc);
const src_copy = c.WGPUTexelCopyTextureInfo{ const src_copy = c.WGPUTexelCopyTextureInfo{
@ -82,7 +82,7 @@ pub fn buffCopy(self: @This(), gloc: GpuAllocator) !GpuBuffer {
const cmd = c.wgpuCommandEncoderFinish(enc, null); const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandBufferRelease(cmd); defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(gloc.device.queue, 1, &cmd); c.wgpuQueueSubmit(glloc.device.queue, 1, &cmd);
return buf; return buf;
} }
@ -110,7 +110,7 @@ pub fn load(
const bytes = data.len * @sizeOf(T); const bytes = data.len * @sizeOf(T);
c.wgpuQueueWriteTexture( c.wgpuQueueWriteTexture(
self.gloc.device.queue, self.glloc.device.queue,
&.{ &.{
.texture = self.raw, .texture = self.raw,
.mipLevel = 0, .mipLevel = 0,
@ -132,14 +132,14 @@ pub fn load(
pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T { pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const out = try alloc.alloc(T, @divExact(self.size, @sizeOf(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, .size = self.size,
.usage = .initMany(&.{ .MapRead, .CopyDst }), .usage = .initMany(&.{ .MapRead, .CopyDst }),
.label = "texture_read_staging", .label = "texture_read_staging",
}); });
defer staging.deinit(); 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{ const src_copy = c.WGPUTexelCopyTextureInfo{
.texture = self.raw, .texture = self.raw,
.mipLevel = 0, .mipLevel = 0,
@ -158,7 +158,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
const cmd = c.wgpuCommandEncoderFinish(enc, null); const cmd = c.wgpuCommandEncoderFinish(enc, null);
defer c.wgpuCommandEncoderRelease(enc); defer c.wgpuCommandEncoderRelease(enc);
defer c.wgpuCommandBufferRelease(cmd); defer c.wgpuCommandBufferRelease(cmd);
c.wgpuQueueSubmit(self.gloc.device.queue, 1, &cmd); c.wgpuQueueSubmit(self.glloc.device.queue, 1, &cmd);
var mapped = false; var mapped = false;
staging.mapAsync( staging.mapAsync(
@ -167,7 +167,7 @@ pub fn read(self: @This(), alloc: std.mem.Allocator, T: type) ![]T {
self.size, self.size,
.{ .callback = onMapped, .userdata1 = &mapped }, .{ .callback = onMapped, .userdata1 = &mapped },
); );
while (!mapped) self.gloc.device.poll(); while (!mapped) self.glloc.device.poll();
const ptr: [*]const T = @ptrCast(@alignCast( const ptr: [*]const T = @ptrCast(@alignCast(
staging.getConstMappedRange(0, self.size), staging.getConstMappedRange(0, self.size),

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@ -13,23 +13,23 @@ pub const GpuViewDef = struct {
}; };
raw: c.WGPUTextureView, 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 use: u64 = 0;
var iter = def.usage.iterator(); var iter = def.usage.iterator();
while (iter.next()) |flag| use |= @intFromEnum(flag); 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), .label = svOpt(def.label),
.format = @intFromEnum(def.format), .format = @intFromEnum(def.format),
.usage = use, .usage = use,
.mipLevelCount = 1, .mipLevelCount = 1,
.arrayLayerCount = 1, .arrayLayerCount = 1,
}); });
return .{ .gloc = gloc, .raw = raw }; return .{ .glloc = glloc, .raw = raw };
} }
pub fn deinit(self: @This()) void { pub fn deinit(self: @This()) void {
self.gloc.freeTextureView(self.raw); self.glloc.freeTextureView(self.raw);
} }