const std = @import("std"); const GpuDevice = @import("GpuDevice.zig"); const GpuArena = @import("GpuArena.zig"); const GpuBuffer = @import("GpuBuffer.zig"); const GpuProcess = @import("GpuProcess.zig"); 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}); }