257 lines
7.4 KiB
Rust
257 lines
7.4 KiB
Rust
use graph_craft::proto::ProtoNetwork;
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use graphene_core::*;
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use anyhow::Result;
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use dyn_any::StaticType;
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use futures::Future;
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use glam::UVec3;
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use serde::{Deserialize, Serialize};
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use std::borrow::Cow;
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use std::pin::Pin;
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type ReadBackFuture = Pin<Box<dyn Future<Output = Result<Vec<u8>>>>>;
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pub trait GpuExecutor {
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type ShaderHandle;
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type BufferHandle;
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type CommandBuffer;
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fn load_shader(&self, shader: Shader) -> Result<Self::ShaderHandle>;
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fn create_uniform_buffer<T: ToUniformBuffer>(&self, data: T) -> Result<ShaderInput<Self::BufferHandle>>;
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fn create_storage_buffer<T: ToStorageBuffer>(&self, data: T, options: StorageBufferOptions) -> Result<ShaderInput<Self::BufferHandle>>;
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fn create_output_buffer(&self, len: usize, ty: Type, cpu_readable: bool) -> Result<ShaderInput<Self::BufferHandle>>;
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fn create_compute_pass(&self, layout: &PipelineLayout<Self>, read_back: Option<ShaderInput<Self::BufferHandle>>, instances: u32) -> Result<Self::CommandBuffer>;
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fn execute_compute_pipeline(&self, encoder: Self::CommandBuffer) -> Result<()>;
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fn read_output_buffer(&self, buffer: ShaderInput<Self::BufferHandle>) -> Result<ReadBackFuture>;
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}
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pub trait SpirVCompiler {
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fn compile(&self, network: ProtoNetwork, io: &ShaderIO) -> Result<Shader>;
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct CompileRequest {
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pub network: ProtoNetwork,
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pub io: ShaderIO,
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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/// GPU constants that can be used as inputs to a shader.
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pub enum GPUConstant {
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SubGroupId,
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SubGroupInvocationId,
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SubGroupSize,
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NumSubGroups,
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WorkGroupId,
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WorkGroupInvocationId,
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WorkGroupSize,
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NumWorkGroups,
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GlobalInvocationId,
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GlobalSize,
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}
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impl GPUConstant {
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pub fn ty(&self) -> Type {
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match self {
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GPUConstant::SubGroupId => concrete!(u32),
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GPUConstant::SubGroupInvocationId => concrete!(u32),
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GPUConstant::SubGroupSize => concrete!(u32),
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GPUConstant::NumSubGroups => concrete!(u32),
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GPUConstant::WorkGroupId => concrete!(UVec3),
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GPUConstant::WorkGroupInvocationId => concrete!(UVec3),
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GPUConstant::WorkGroupSize => concrete!(u32),
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GPUConstant::NumWorkGroups => concrete!(u32),
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GPUConstant::GlobalInvocationId => concrete!(UVec3),
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GPUConstant::GlobalSize => concrete!(UVec3),
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}
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}
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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/// All the possible inputs to a shader.
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pub enum ShaderInput<BufferHandle> {
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UniformBuffer(BufferHandle, Type),
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StorageBuffer(BufferHandle, Type),
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/// A struct representing a work group memory buffer. This cannot be accessed by the CPU.
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WorkGroupMemory(usize, Type),
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Constant(GPUConstant),
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OutputBuffer(BufferHandle, Type),
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ReadBackBuffer(BufferHandle, Type),
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}
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/// Extract the buffer handle from a shader input.
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impl<BufferHandle> ShaderInput<BufferHandle> {
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pub fn buffer(&self) -> Option<&BufferHandle> {
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match self {
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ShaderInput::UniformBuffer(buffer, _) => Some(buffer),
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ShaderInput::StorageBuffer(buffer, _) => Some(buffer),
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ShaderInput::WorkGroupMemory(_, _) => None,
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ShaderInput::Constant(_) => None,
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ShaderInput::OutputBuffer(buffer, _) => Some(buffer),
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ShaderInput::ReadBackBuffer(buffer, _) => Some(buffer),
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}
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}
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pub fn ty(&self) -> Type {
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match self {
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ShaderInput::UniformBuffer(_, ty) => ty.clone(),
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ShaderInput::StorageBuffer(_, ty) => ty.clone(),
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ShaderInput::WorkGroupMemory(_, ty) => ty.clone(),
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ShaderInput::Constant(c) => c.ty(),
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ShaderInput::OutputBuffer(_, ty) => ty.clone(),
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ShaderInput::ReadBackBuffer(_, ty) => ty.clone(),
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}
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}
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}
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pub struct Shader<'a> {
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pub source: Cow<'a, [u32]>,
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pub name: &'a str,
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pub io: ShaderIO,
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}
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#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct ShaderIO {
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pub inputs: Vec<ShaderInput<()>>,
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pub output: ShaderInput<()>,
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}
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pub struct StorageBufferOptions {
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pub cpu_writable: bool,
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pub gpu_writable: bool,
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pub cpu_readable: bool,
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}
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pub trait ToUniformBuffer: StaticType {
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type UniformBufferHandle;
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fn to_bytes(&self) -> Cow<[u8]>;
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}
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pub trait ToStorageBuffer: StaticType {
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type StorageBufferHandle;
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fn to_bytes(&self) -> Cow<[u8]>;
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}
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/// Collection of all arguments that are passed to the shader.
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pub struct Bindgroup<E: GpuExecutor + ?Sized> {
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pub buffers: Vec<ShaderInput<E::BufferHandle>>,
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}
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/// A struct representing a compute pipeline.
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pub struct PipelineLayout<E: GpuExecutor + ?Sized> {
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pub shader: E::ShaderHandle,
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pub entry_point: String,
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pub bind_group: Bindgroup<E>,
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pub output_buffer: ShaderInput<E::BufferHandle>,
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}
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/// Extracts arguments from the function arguments and wraps them in a node.
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pub struct ShaderInputNode<T> {
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data: T,
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}
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impl<'i, T: 'i> Node<'i, ()> for ShaderInputNode<T> {
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type Output = &'i T;
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fn eval(&'i self, _: ()) -> Self::Output {
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&self.data
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}
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}
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impl<T> ShaderInputNode<T> {
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pub fn new(data: T) -> Self {
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Self { data }
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}
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}
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pub struct UniformNode<Executor> {
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executor: Executor,
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}
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#[node_macro::node_fn(UniformNode)]
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fn uniform_node<T: ToUniformBuffer, E: GpuExecutor>(data: T, executor: &'any_input E) -> ShaderInput<E::BufferHandle> {
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executor.create_uniform_buffer(data).unwrap()
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}
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pub struct StorageNode<Executor> {
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executor: Executor,
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}
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#[node_macro::node_fn(StorageNode)]
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fn storage_node<T: ToStorageBuffer, E: GpuExecutor>(data: T, executor: &'any_input E) -> ShaderInput<E::BufferHandle> {
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executor
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.create_storage_buffer(
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data,
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StorageBufferOptions {
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cpu_writable: false,
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gpu_writable: true,
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cpu_readable: false,
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},
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)
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.unwrap()
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}
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pub struct PushNode<Value> {
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value: Value,
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}
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#[node_macro::node_fn(PushNode)]
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fn push_node<T>(mut vec: Vec<T>, value: T) {
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vec.push(value);
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}
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pub struct CreateOutputBufferNode<Executor, Ty> {
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executor: Executor,
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ty: Ty,
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}
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#[node_macro::node_fn(CreateOutputBufferNode)]
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fn create_output_buffer_node<E: GpuExecutor>(size: usize, executor: &'any_input E, ty: Type) -> ShaderInput<E::BufferHandle> {
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executor.create_output_buffer(size, ty, true).unwrap()
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}
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pub struct CreateComputePassNode<Executor, Output, Instances> {
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executor: Executor,
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output: Output,
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instances: Instances,
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}
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#[node_macro::node_fn(CreateComputePassNode)]
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fn create_compute_pass_node<E: GpuExecutor>(layout: PipelineLayout<E>, executor: &'any_input E, output: ShaderInput<E::BufferHandle>, instances: u32) -> E::CommandBuffer {
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executor.create_compute_pass(&layout, Some(output), instances).unwrap()
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}
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pub struct CreatePipelineLayoutNode<_E, EntryPoint, Bindgroup, OutputBuffer> {
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entry_point: EntryPoint,
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bind_group: Bindgroup,
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output_buffer: OutputBuffer,
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_e: std::marker::PhantomData<_E>,
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}
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#[node_macro::node_fn(CreatePipelineLayoutNode<_E>)]
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fn create_pipeline_layout_node<_E: GpuExecutor>(shader: _E::ShaderHandle, entry_point: String, bind_group: Bindgroup<_E>, output_buffer: ShaderInput<_E::BufferHandle>) -> PipelineLayout<_E> {
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PipelineLayout {
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shader,
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entry_point,
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bind_group,
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output_buffer,
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}
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}
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pub struct ExecuteComputePipelineNode<Executor> {
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executor: Executor,
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}
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#[node_macro::node_fn(ExecuteComputePipelineNode)]
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fn execute_compute_pipeline_node<E: GpuExecutor>(encoder: E::CommandBuffer, executor: &'any_input mut E) {
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executor.execute_compute_pipeline(encoder).unwrap();
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}
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// TODO
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// pub struct ReadOutputBufferNode<Executor> {
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// executor: Executor,
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// }
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// #[node_macro::node_fn(ReadOutputBufferNode)]
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// fn read_output_buffer_node<E: GpuExecutor>(buffer: E::BufferHandle, executor: &'any_input mut E) -> Vec<u8> {
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// executor.read_output_buffer(buffer).await.unwrap()
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// }
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