Restructure GPU execution to model GPU pipelines in the node graph (#1088)

* Start implementing GpuExecutor for wgpu

* Implement read_output_buffer function

* Implement extraction node in the compiler

* Generate type annotations during shader compilation

* Start adding node wrapprs for graph execution api

* Wrap more of the api in nodes

* Restructure Pipeline to accept arbitrary shader inputs

* Adapt nodes to new trait definitions

* Start implementing gpu-compiler trait

* Adapt shader generation

* Hardstuck on pointer casts

* Pass nodes as references in gpu code to avoid zsts

* Update gcore to compile on the gpu

* Fix color doc tests

* Impl Node for node refs
This commit is contained in:
Dennis Kobert
2023-04-23 10:18:31 +02:00
committed by Keavon Chambers
parent 161bbc62b4
commit bdc1ef926a
43 changed files with 1874 additions and 515 deletions
@@ -169,13 +169,13 @@ impl<'a> ModifyInputsContext<'a> {
let NodeInput::Value {
tagged_value: TaggedValue::Subpaths(subpaths),
..
} = subpaths else{
} = subpaths else {
return;
};
let NodeInput::Value {
tagged_value: TaggedValue::ManipulatorGroupIds(mirror_angle_groups),
..
} = mirror_angle_groups else{
} = mirror_angle_groups else {
return;
};
@@ -1018,8 +1018,8 @@ pub fn wrap_network_in_scope(network: NodeNetwork) -> NodeNetwork {
// if the network has no network inputs, it doesn't need to be wrapped in a scope either
let Some(input_type) = input else {
return network;
};
return network;
};
let inner_network = DocumentNode {
name: "Scope".to_string(),