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
+21 -6
View File
@@ -1,15 +1,30 @@
use gpu_compiler_bin_wrapper::CompileRequest;
use graph_craft::document::*;
use gpu_executor::ShaderIO;
use graph_craft::{proto::ProtoNetwork, Type};
pub async fn compile<I, O>(network: NodeNetwork) -> Result<Vec<u8>, reqwest::Error> {
pub async fn compile(network: ProtoNetwork, inputs: Vec<Type>, output: Type, io: ShaderIO) -> Result<Shader, reqwest::Error> {
let client = reqwest::Client::new();
let compile_request = CompileRequest::new(network, std::any::type_name::<I>().to_owned(), std::any::type_name::<O>().to_owned());
let compile_request = CompileRequest::new(network, inputs.clone(), output.clone(), io.clone());
let response = client.post("http://localhost:3000/compile/spirv").json(&compile_request).send();
let response = response.await?;
response.bytes().await.map(|b| b.to_vec())
response.bytes().await.map(|b| Shader {
spirv_binary: b.windows(4).map(|x| u32::from_le_bytes(x.try_into().unwrap())).collect(),
input_types: inputs,
output_type: output,
io,
})
}
pub fn compile_sync<I: 'static, O: 'static>(network: NodeNetwork) -> Result<Vec<u8>, reqwest::Error> {
future_executor::block_on(compile::<I, O>(network))
pub fn compile_sync(network: ProtoNetwork, inputs: Vec<Type>, output: Type, io: ShaderIO) -> Result<Shader, reqwest::Error> {
future_executor::block_on(compile(network, inputs, output, io))
}
// TODO: should we add the entry point as a field?
/// A compiled shader with type annotations.
pub struct Shader {
pub spirv_binary: Vec<u32>,
pub input_types: Vec<Type>,
pub output_type: Type,
pub io: ShaderIO,
}