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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:
committed by
Keavon Chambers
parent
161bbc62b4
commit
bdc1ef926a
+2
-2
@@ -169,13 +169,13 @@ impl<'a> ModifyInputsContext<'a> {
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let NodeInput::Value {
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tagged_value: TaggedValue::Subpaths(subpaths),
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..
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} = subpaths else{
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} = subpaths else {
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return;
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};
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let NodeInput::Value {
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tagged_value: TaggedValue::ManipulatorGroupIds(mirror_angle_groups),
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..
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} = mirror_angle_groups else{
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} = mirror_angle_groups else {
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return;
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};
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+2
-2
@@ -1018,8 +1018,8 @@ pub fn wrap_network_in_scope(network: NodeNetwork) -> NodeNetwork {
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// if the network has no network inputs, it doesn't need to be wrapped in a scope either
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let Some(input_type) = input else {
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return network;
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};
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return network;
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};
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let inner_network = DocumentNode {
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name: "Scope".to_string(),
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