# Minimal Zig WebGPU Compute Library This is a minimal, self-contained Zig library designed to simplify running compute shaders using WebGPU. It abstracts away much of the boilerplate required for GPU device initialization, memory management, and pipeline execution. ## Core Modules The library exports five primary components: * **`GpuDevice`**: Initializes the WebGPU instance, adapter, device, and queue. It is configured to prioritize high performance and automatically requests the `ShaderF16` feature if the adapter supports it. By default, it enforces a 2 GB VRAM limit. * **`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. ## 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: ```zig const std = @import("std"); const GpuDevice = @import("GpuDevice.zig"); const GpuArena = @import("GpuArena.zig"); const GpuProcess = @import("GpuProcess.zig"); // Note: Assuming Vec is implemented via GpuBuffer as shown in example.zig pub fn main(init: std.process.Init) !void { const allocator = init.gpa; [cite_start]// 1. Open GPU Device [cite: 46] const device = try GpuDevice.init(.{}); defer device.deinit(); [cite_start]// 2. Create a GPU Arena to hold GPU memory [cite: 47] var grena = GpuArena.init(allocator, device); defer grena.deinit(); [cite_start]const gloc = grena.gpuAllocator(); [cite: 48] [cite_start]// 3. Create a GPU process that loads the WGSL pipeline/shader [cite: 48] const add = try GpuProcess.init(device, @embedFile("shaders/add.wgsl")); [cite_start]defer add.deinit(); [cite: 49] [cite_start]// 4. Allocate and populate CPU memory [cite: 49, 50, 51] const data_a = try allocator.alloc(f16, 16); defer allocator.free(data_a); const data_b = try allocator.alloc(f16, 16); defer allocator.free(data_b); for (0..16) |i| { data_a[i] = @floatFromInt(i); data_b[i] = @floatFromInt(16 - 1 - i); } [cite_start]// 5. Allocate GPU memory (deinit handled automatically by grena) [cite: 52] const a = try Vec.initZero(gloc, 16); [cite_start]const b = try Vec.initZero(gloc, 16); [cite: 53] [cite_start]// 6. Load CPU -> GPU [cite: 53] try a.load(data_a); try b.load(data_b); [cite_start]// 7. Run GPU Pipeline [cite: 54] const sum = try a.run(gloc, b, add); [cite_start]// 8. Read GPU -> CPU [cite: 55] const out = try sum.read(allocator); defer allocator.free(out); [cite_start]std.debug.print("{any}\n", .{out}); [cite: 55] } ``` ## Dependencies * **`wgpu.h`**: The library relies on the WebGPU C API headers to bind to the native system graphics.