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//! See hello-compute example main.rs for more details
//! as similar items here are not explained.
//!
//! This example does elaborate on some things though that the
//! hello-compute example does not such as mapping buffers
//! and why use the async channels.
use std::mem::size_of_val;
const OVERFLOW: u32 = 0xffffffff;
async fn run() {
let mut numbers = [0u32; 256];
let context = WgpuContext::new(size_of_val(&numbers)).await;
for _ in 0..10 {
for p in numbers.iter_mut() {
*p = generate_rand() as u32;
}
compute(&mut numbers, &context).await;
let printed_numbers = numbers
.iter()
.map(|n| match n {
&OVERFLOW => "(overflow)".to_string(),
n => n.to_string(),
})
.collect::<Vec<String>>();
log::info!("Results: {printed_numbers:?}");
}
}
fn generate_rand() -> u16 {
let mut bytes = [0u8; 2];
getrandom::getrandom(&mut bytes[..]).unwrap();
u16::from_le_bytes(bytes)
}
async fn compute(local_buffer: &mut [u32], context: &WgpuContext) {
log::info!("Beginning GPU compute on data {local_buffer:?}.");
// Local buffer contents -> GPU storage buffer
// Adds a write buffer command to the queue. This command is more complicated
// than it appears.
context.queue.write_buffer(
&context.storage_buffer,
0,
bytemuck::cast_slice(local_buffer),
);
log::info!("Wrote to buffer.");
let mut command_encoder = context
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut compute_pass = command_encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: None,
timestamp_writes: None,
});
compute_pass.set_pipeline(&context.pipeline);
compute_pass.set_bind_group(0, &context.bind_group, &[]);
compute_pass.dispatch_workgroups(local_buffer.len() as u32, 1, 1);
}
// We finish the compute pass by dropping it.
// Entire storage buffer -> staging buffer.
command_encoder.copy_buffer_to_buffer(
&context.storage_buffer,
0,
&context.output_staging_buffer,
0,
context.storage_buffer.size(),
);
// Finalize the command encoder, add the contained commands to the queue and flush.
context.queue.submit(Some(command_encoder.finish()));
log::info!("Submitted commands.");
// Finally time to get our results.
// First we get a buffer slice which represents a chunk of the buffer (which we
// can't access yet).
// We want the whole thing so use unbounded range.
let buffer_slice = context.output_staging_buffer.slice(..);
// Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
// or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
// flipping ownership of the buffer over to the CPU and making access legal. We do this
// with `BufferSlice::map_async`.
//
// The problem is that map_async is not an async function so we can't await it. What
// we need to do instead is pass in a closure that will be executed when the slice is
// either mapped or the mapping has failed.
//
// The problem with this is that we don't have a reliable way to wait in the main
// code for the buffer to be mapped and even worse, calling get_mapped_range or
// get_mapped_range_mut prematurely will cause a panic, not return an error.
//
// Using channels solves this as awaiting the receiving of a message from
// the passed closure will force the outside code to wait. It also doesn't hurt
// if the closure finishes before the outside code catches up as the message is
// buffered and receiving will just pick that up.
//
// It may also be worth noting that although on native, the usage of asynchronous
// channels is wholly unnecessary, for the sake of portability to WASM (std channels
// don't work on WASM,) we'll use async channels that work on both native and WASM.
let (sender, receiver) = flume::bounded(1);
buffer_slice.map_async(wgpu::MapMode::Read, move |r| sender.send(r).unwrap());
// In order for the mapping to be completed, one of three things must happen.
// One of those can be calling `Device::poll`. This isn't necessary on the web as devices
// are polled automatically but natively, we need to make sure this happens manually.
// `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
context
.device
.poll(wgpu::Maintain::wait())
.panic_on_timeout();
log::info!("Device polled.");
// Now we await the receiving and panic if anything went wrong because we're lazy.
receiver.recv_async().await.unwrap().unwrap();
log::info!("Result received.");
// NOW we can call get_mapped_range.
{
let view = buffer_slice.get_mapped_range();
local_buffer.copy_from_slice(bytemuck::cast_slice(&view));
}
log::info!("Results written to local buffer.");
// We need to make sure all `BufferView`'s are dropped before we do what we're about
// to do.
// Unmap so that we can copy to the staging buffer in the next iteration.
context.output_staging_buffer.unmap();
}
pub fn main() {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::builder()
.filter_level(log::LevelFilter::Info)
.format_timestamp_nanos()
.init();
pollster::block_on(run());
}
#[cfg(target_arch = "wasm32")]
{
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
console_log::init_with_level(log::Level::Info).expect("could not initialize logger");
crate::utils::add_web_nothing_to_see_msg();
wasm_bindgen_futures::spawn_local(run());
}
}
/// A convenient way to hold together all the useful wgpu stuff together.
struct WgpuContext {
device: wgpu::Device,
queue: wgpu::Queue,
pipeline: wgpu::ComputePipeline,
bind_group: wgpu::BindGroup,
storage_buffer: wgpu::Buffer,
output_staging_buffer: wgpu::Buffer,
}
impl WgpuContext {
async fn new(buffer_size: usize) -> WgpuContext {
let instance = wgpu::Instance::default();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions::default())
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_defaults(),
memory_hints: wgpu::MemoryHints::Performance,
},
None,
)
.await
.unwrap();
// Our shader, kindly compiled with Naga.
let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
// This is where the GPU will read from and write to.
let storage_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: buffer_size as wgpu::BufferAddress,
usage: wgpu::BufferUsages::STORAGE
| wgpu::BufferUsages::COPY_DST
| wgpu::BufferUsages::COPY_SRC,
mapped_at_creation: false,
});
// For portability reasons, WebGPU draws a distinction between memory that is
// accessible by the CPU and memory that is accessible by the GPU. Only
// buffers accessible by the CPU can be mapped and accessed by the CPU and
// only buffers visible to the GPU can be used in shaders. In order to get
// data from the GPU, we need to use CommandEncoder::copy_buffer_to_buffer
// (which we will later) to copy the buffer modified by the GPU into a
// mappable, CPU-accessible buffer which we'll create here.
let output_staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: buffer_size as wgpu::BufferAddress,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
// This can be though of as the function signature for our CPU-GPU function.
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
// Going to have this be None just to be safe.
min_binding_size: None,
},
count: None,
}],
});
// This ties actual resources stored in the GPU to our metaphorical function
// through the binding slots we defined above.
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: storage_buffer.as_entire_binding(),
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
module: &shader,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
WgpuContext {
device,
queue,
pipeline,
bind_group,
storage_buffer,
output_staging_buffer,
}
}
}