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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
@@ -1,15 +1,30 @@
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use gpu_compiler_bin_wrapper::CompileRequest;
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use graph_craft::document::*;
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use gpu_executor::ShaderIO;
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use graph_craft::{proto::ProtoNetwork, Type};
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pub async fn compile<I, O>(network: NodeNetwork) -> Result<Vec<u8>, reqwest::Error> {
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pub async fn compile(network: ProtoNetwork, inputs: Vec<Type>, output: Type, io: ShaderIO) -> Result<Shader, reqwest::Error> {
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let client = reqwest::Client::new();
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let compile_request = CompileRequest::new(network, std::any::type_name::<I>().to_owned(), std::any::type_name::<O>().to_owned());
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let compile_request = CompileRequest::new(network, inputs.clone(), output.clone(), io.clone());
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let response = client.post("http://localhost:3000/compile/spirv").json(&compile_request).send();
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let response = response.await?;
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response.bytes().await.map(|b| b.to_vec())
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response.bytes().await.map(|b| Shader {
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spirv_binary: b.windows(4).map(|x| u32::from_le_bytes(x.try_into().unwrap())).collect(),
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input_types: inputs,
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output_type: output,
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io,
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})
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}
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pub fn compile_sync<I: 'static, O: 'static>(network: NodeNetwork) -> Result<Vec<u8>, reqwest::Error> {
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future_executor::block_on(compile::<I, O>(network))
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pub fn compile_sync(network: ProtoNetwork, inputs: Vec<Type>, output: Type, io: ShaderIO) -> Result<Shader, reqwest::Error> {
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future_executor::block_on(compile(network, inputs, output, io))
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}
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// TODO: should we add the entry point as a field?
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/// A compiled shader with type annotations.
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pub struct Shader {
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pub spirv_binary: Vec<u32>,
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pub input_types: Vec<Type>,
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pub output_type: Type,
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pub io: ShaderIO,
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}
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