Restore functionality of GPU infrastructure (#1797)

* Update gpu nodes to compile again

Restructure `gpu-executor` and `wgpu-executor`

And libssl to nix shell

Fix graphene-cli and add half percision color format

Fix texture scaling

Remove vulkan executor

Fix compile errors

Improve execution request deduplication

* Fix warnings

* Fix graph compile issues

* Code review

* Remove test file

* Fix lint

* Wip make node futures send

* Make futures Send on non wasm targets

* Fix warnings

* Fix nested use of block_on

---------

Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
Dennis Kobert 2024-07-15 15:14:48 +02:00 committed by GitHub
parent 59a943f42f
commit 212f08c6c8
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
66 changed files with 1572 additions and 1577 deletions

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@ -1,17 +1,10 @@
use dyn_any::{StaticType, StaticTypeSized};
use graphene_core::application_io::{ApplicationIo, EditorApi, SurfaceHandle};
use graphene_core::raster::{Image, ImageFrame, Pixel, SRGBA8};
use graphene_core::raster::{color::RGBA16F, Image, Pixel, SRGBA8};
use graphene_core::*;
use anyhow::Result;
use bytemuck::{Pod, Zeroable};
use futures::Future;
use glam::{DAffine2, UVec3};
use glam::UVec3;
use std::borrow::Cow;
use std::pin::Pin;
use std::sync::Arc;
type ReadBackFuture = Pin<Box<dyn Future<Output = Result<Vec<u8>>>>>;
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, serde::Serialize, serde::Deserialize, dyn_any::DynAny)]
pub enum ComputePassDimensions {
@ -37,32 +30,6 @@ pub trait Texture {
fn view<TextureView>(&self) -> TextureView;
}
pub trait GpuExecutor {
type ShaderHandle;
type BufferHandle: Send + Sync;
type TextureHandle: Send + Sync;
type TextureView: Send + Sync;
type Surface<'window>: Send + Sync;
type Window;
type CommandBuffer;
fn load_shader(&self, shader: Shader) -> Result<Self::ShaderHandle>;
fn create_uniform_buffer<T: ToUniformBuffer>(&self, data: T) -> Result<ShaderInput<Self>>;
fn create_storage_buffer<T: ToStorageBuffer>(&self, data: T, options: StorageBufferOptions) -> Result<ShaderInput<Self>>;
fn create_texture_buffer<T: ToTextureBuffer>(&self, data: T, options: TextureBufferOptions) -> Result<ShaderInput<Self>>;
fn create_texture_view(&self, texture: ShaderInput<Self>) -> Result<ShaderInput<Self>>;
fn create_output_buffer(&self, len: usize, ty: Type, cpu_readable: bool) -> Result<ShaderInput<Self>>;
fn create_compute_pass(&self, layout: &PipelineLayout<Self>, read_back: Option<Arc<ShaderInput<Self>>>, instances: ComputePassDimensions) -> Result<Self::CommandBuffer>;
fn create_render_pass(&self, texture: Arc<ShaderInput<Self>>, canvas: Arc<SurfaceHandle<Self::Surface<'_>>>) -> Result<()>;
fn execute_compute_pipeline(&self, encoder: Self::CommandBuffer) -> Result<()>;
fn read_output_buffer(&self, buffer: Arc<ShaderInput<Self>>) -> ReadBackFuture;
fn create_surface(&self, window: SurfaceHandle<Self::Window>) -> Result<SurfaceHandle<Self::Surface<'_>>>;
}
// pub trait SpirVCompiler {
// fn compile(&self, network: &[ProtoNetwork], io: &ShaderIO) -> Result<Shader>;
// }
#[derive(Clone, Debug, PartialEq, Eq, Hash, serde::Serialize, serde::Deserialize)]
/// GPU constants that can be used as inputs to a shader.
pub enum GPUConstant {
@ -94,164 +61,6 @@ impl GPUConstant {
}
}
}
#[derive(Clone, Debug, PartialEq, Eq, Hash, serde::Serialize, serde::Deserialize)]
pub struct DummyExecutor;
impl GpuExecutor for DummyExecutor {
type ShaderHandle = ();
type BufferHandle = ();
type TextureHandle = ();
type TextureView = ();
type Surface<'window> = ();
type Window = ();
type CommandBuffer = ();
fn load_shader(&self, _shader: Shader) -> Result<Self::ShaderHandle> {
todo!()
}
fn create_uniform_buffer<T: ToUniformBuffer>(&self, _data: T) -> Result<ShaderInput<Self>> {
todo!()
}
fn create_storage_buffer<T: ToStorageBuffer>(&self, _data: T, _options: StorageBufferOptions) -> Result<ShaderInput<Self>> {
todo!()
}
fn create_texture_buffer<T: ToTextureBuffer>(&self, _data: T, _options: TextureBufferOptions) -> Result<ShaderInput<Self>> {
todo!()
}
fn create_output_buffer(&self, _len: usize, _ty: Type, _cpu_readable: bool) -> Result<ShaderInput<Self>> {
todo!()
}
fn create_compute_pass(&self, _layout: &PipelineLayout<Self>, _read_back: Option<Arc<ShaderInput<Self>>>, _instances: ComputePassDimensions) -> Result<Self::CommandBuffer> {
todo!()
}
fn execute_compute_pipeline(&self, _encoder: Self::CommandBuffer) -> Result<()> {
todo!()
}
fn create_render_pass(&self, _texture: Arc<ShaderInput<Self>>, _canvas: Arc<SurfaceHandle<Self::Surface<'_>>>) -> Result<()> {
todo!()
}
fn read_output_buffer(&self, _buffer: Arc<ShaderInput<Self>>) -> ReadBackFuture {
todo!()
}
fn create_texture_view(&self, _texture: ShaderInput<Self>) -> Result<ShaderInput<Self>> {
todo!()
}
fn create_surface(&self, _window: SurfaceHandle<Self::Window>) -> Result<SurfaceHandle<Self::Surface<'_>>> {
todo!()
}
}
type AbstractShaderInput = ShaderInput<DummyExecutor>;
#[derive(Clone, Debug, PartialEq, Eq, Hash, serde::Serialize, serde::Deserialize)]
/// All the possible inputs to a shader.
pub enum ShaderInput<E: GpuExecutor + ?Sized> {
UniformBuffer(E::BufferHandle, Type),
StorageBuffer(E::BufferHandle, Type),
TextureBuffer(E::TextureHandle, Type),
StorageTextureBuffer(E::TextureHandle, Type),
TextureView(E::TextureView, Type),
/// A struct representing a work group memory buffer. This cannot be accessed by the CPU.
WorkGroupMemory(usize, Type),
Constant(GPUConstant),
OutputBuffer(E::BufferHandle, Type),
ReadBackBuffer(E::BufferHandle, Type),
}
unsafe impl<E: 'static> StaticType for ShaderInput<E>
where
E: GpuExecutor,
{
type Static = Self;
}
pub enum BindingType<'a, E: GpuExecutor> {
UniformBuffer(&'a E::BufferHandle),
StorageBuffer(&'a E::BufferHandle),
TextureView(&'a E::TextureView),
}
/// Extract the buffer handle from a shader input.
impl<E: GpuExecutor> ShaderInput<E> {
pub fn binding(&self) -> Option<BindingType<E>> {
match self {
ShaderInput::UniformBuffer(buffer, _) => Some(BindingType::UniformBuffer(buffer)),
ShaderInput::StorageBuffer(buffer, _) => Some(BindingType::StorageBuffer(buffer)),
ShaderInput::WorkGroupMemory(_, _) => None,
ShaderInput::Constant(_) => None,
ShaderInput::TextureBuffer(_, _) => None,
ShaderInput::StorageTextureBuffer(_, _) => None,
ShaderInput::TextureView(tex, _) => Some(BindingType::TextureView(tex)),
ShaderInput::OutputBuffer(buffer, _) => Some(BindingType::StorageBuffer(buffer)),
ShaderInput::ReadBackBuffer(buffer, _) => Some(BindingType::StorageBuffer(buffer)),
}
}
pub fn buffer(&self) -> Option<&E::BufferHandle> {
match self {
ShaderInput::UniformBuffer(buffer, _) => Some(buffer),
ShaderInput::StorageBuffer(buffer, _) => Some(buffer),
ShaderInput::WorkGroupMemory(_, _) => None,
ShaderInput::Constant(_) => None,
ShaderInput::TextureBuffer(_, _) => None,
ShaderInput::StorageTextureBuffer(_, _) => None,
ShaderInput::TextureView(_tex, _) => None,
ShaderInput::OutputBuffer(buffer, _) => Some(buffer),
ShaderInput::ReadBackBuffer(buffer, _) => Some(buffer),
}
}
pub fn texture(&self) -> Option<&E::TextureHandle> {
match self {
ShaderInput::UniformBuffer(_, _) => None,
ShaderInput::StorageBuffer(_, _) => None,
ShaderInput::WorkGroupMemory(_, _) => None,
ShaderInput::Constant(_) => None,
ShaderInput::TextureBuffer(tex, _) => Some(tex),
ShaderInput::StorageTextureBuffer(tex, _) => Some(tex),
ShaderInput::TextureView(_, _) => None,
ShaderInput::OutputBuffer(_, _) => None,
ShaderInput::ReadBackBuffer(_, _) => None,
}
}
pub fn ty(&self) -> Type {
match self {
ShaderInput::UniformBuffer(_, ty) => ty.clone(),
ShaderInput::StorageBuffer(_, ty) => ty.clone(),
ShaderInput::WorkGroupMemory(_, ty) => ty.clone(),
ShaderInput::Constant(c) => c.ty(),
ShaderInput::TextureBuffer(_, ty) => ty.clone(),
ShaderInput::StorageTextureBuffer(_, ty) => ty.clone(),
ShaderInput::TextureView(_, ty) => ty.clone(),
ShaderInput::OutputBuffer(_, ty) => ty.clone(),
ShaderInput::ReadBackBuffer(_, ty) => ty.clone(),
}
}
pub fn is_output(&self) -> bool {
matches!(self, ShaderInput::OutputBuffer(_, _))
}
}
pub struct Shader<'a> {
pub source: Cow<'a, [u32]>,
pub name: &'a str,
pub io: ShaderIO,
}
#[derive(Clone, Debug, PartialEq, Eq, Hash, serde::Serialize, serde::Deserialize)]
pub struct ShaderIO {
pub inputs: Vec<AbstractShaderInput>,
pub output: AbstractShaderInput,
}
pub struct StorageBufferOptions {
pub cpu_writable: bool,
@ -304,9 +113,16 @@ impl TextureFormat for SRGBA8 {
TextureBufferType::Rgba8Srgb
}
}
impl TextureFormat for RGBA16F {
fn format() -> TextureBufferType {
TextureBufferType::Rgba16Float
}
}
// TODO use wgpu type
pub enum TextureBufferType {
Rgba32Float,
Rgba16Float,
Rgba8Srgb,
}
@ -334,215 +150,3 @@ where
(self.width, self.height)
}
}
/// Collection of all arguments that are passed to the shader.
pub struct Bindgroup<E: GpuExecutor + ?Sized> {
pub buffers: Vec<Arc<ShaderInput<E>>>,
}
unsafe impl<E: GpuExecutor + ?Sized + StaticType> StaticType for Bindgroup<E>
where
E::Static: GpuExecutor,
{
type Static = Bindgroup<E::Static>;
}
/// A struct representing a compute pipeline.
pub struct PipelineLayout<E: GpuExecutor + ?Sized> {
pub shader: Arc<E::ShaderHandle>,
pub entry_point: String,
pub bind_group: Arc<Bindgroup<E>>,
pub output_buffer: Arc<ShaderInput<E>>,
}
impl<E: GpuExecutor + ?Sized> Clone for PipelineLayout<E> {
fn clone(&self) -> Self {
Self {
shader: self.shader.clone(),
entry_point: self.entry_point.clone(),
bind_group: self.bind_group.clone(),
output_buffer: self.output_buffer.clone(),
}
}
}
unsafe impl<E: GpuExecutor + ?Sized + StaticType> StaticType for PipelineLayout<E>
where
E::Static: GpuExecutor,
{
type Static = PipelineLayout<E::Static>;
}
/// Extracts arguments from the function arguments and wraps them in a node.
pub struct ShaderInputNode<T> {
data: T,
}
impl<'i, T: 'i> Node<'i, ()> for ShaderInputNode<T> {
type Output = &'i T;
fn eval(&'i self, _: ()) -> Self::Output {
&self.data
}
}
impl<T> ShaderInputNode<T> {
pub fn new(data: T) -> Self {
Self { data }
}
}
pub struct UniformNode<Executor> {
executor: Executor,
}
#[node_macro::node_fn(UniformNode)]
async fn uniform_node<'a: 'input, T: ToUniformBuffer, E: GpuExecutor + 'a>(data: T, executor: &'a E) -> ShaderInput<E> {
executor.create_uniform_buffer(data).unwrap()
}
pub struct StorageNode<Executor> {
executor: Executor,
}
#[node_macro::node_fn(StorageNode)]
async fn storage_node<'a: 'input, T: ToStorageBuffer, E: GpuExecutor + 'a>(data: T, executor: &'a E) -> ShaderInput<E> {
executor
.create_storage_buffer(
data,
StorageBufferOptions {
cpu_writable: false,
gpu_writable: true,
cpu_readable: false,
storage: true,
},
)
.unwrap()
}
pub struct PushNode<Value> {
value: Value,
}
#[node_macro::node_fn(PushNode)]
async fn push_node<T>(mut vec: Vec<T>, value: T) {
vec.push(value);
}
pub struct CreateOutputBufferNode<Executor, Ty> {
executor: Executor,
ty: Ty,
}
#[node_macro::node_fn(CreateOutputBufferNode)]
async fn create_output_buffer_node<'a: 'input, E: GpuExecutor + 'a>(size: usize, executor: &'a E, ty: Type) -> Arc<ShaderInput<E>> {
Arc::new(executor.create_output_buffer(size, ty, true).unwrap())
}
pub struct CreateComputePassNode<Executor, Output, Instances> {
executor: Executor,
output: Output,
instances: Instances,
}
#[node_macro::node_fn(CreateComputePassNode)]
async fn create_compute_pass_node<'a: 'input, E: 'a + GpuExecutor>(layout: PipelineLayout<E>, executor: &'a E, output: ShaderInput<E>, instances: ComputePassDimensions) -> E::CommandBuffer {
executor.create_compute_pass(&layout, Some(output.into()), instances).unwrap()
}
pub struct CreatePipelineLayoutNode<_E, EntryPoint, Bindgroup, OutputBuffer> {
entry_point: EntryPoint,
bind_group: Bindgroup,
output_buffer: OutputBuffer,
_e: std::marker::PhantomData<_E>,
}
#[node_macro::node_fn(CreatePipelineLayoutNode<_E>)]
async fn create_pipeline_layout_node<_E: GpuExecutor>(shader: _E::ShaderHandle, entry_point: String, bind_group: Bindgroup<_E>, output_buffer: Arc<ShaderInput<_E>>) -> PipelineLayout<_E> {
PipelineLayout {
shader: shader.into(),
entry_point,
bind_group: bind_group.into(),
output_buffer,
}
}
pub struct ExecuteComputePipelineNode<Executor> {
executor: Executor,
}
#[node_macro::node_fn(ExecuteComputePipelineNode)]
async fn execute_compute_pipeline_node<'a: 'input, E: 'a + GpuExecutor>(encoder: E::CommandBuffer, executor: &'a E) {
executor.execute_compute_pipeline(encoder).unwrap();
}
pub struct ReadOutputBufferNode<Executor, ComputePass> {
executor: Executor,
_compute_pass: ComputePass,
}
#[node_macro::node_fn(ReadOutputBufferNode)]
async fn read_output_buffer_node<'a: 'input, E: 'a + GpuExecutor>(buffer: Arc<ShaderInput<E>>, executor: &'a E, _compute_pass: ()) -> Vec<u8> {
executor.read_output_buffer(buffer).await.unwrap()
}
pub struct CreateGpuSurfaceNode {}
#[node_macro::node_fn(CreateGpuSurfaceNode)]
async fn create_gpu_surface<'a: 'input, E: 'a + GpuExecutor<Window = Io::Surface>, Io: ApplicationIo<Executor = E> + 'input>(editor_api: &'a EditorApi<Io>) -> Arc<SurfaceHandle<E::Surface<'a>>> {
let canvas = editor_api.application_io.as_ref().unwrap().create_surface();
let executor = editor_api.application_io.as_ref().unwrap().gpu_executor().unwrap();
Arc::new(executor.create_surface(canvas).unwrap())
}
pub struct RenderTextureNode<Surface, EditorApi> {
surface: Surface,
executor: EditorApi,
}
pub struct ShaderInputFrame<E: GpuExecutor + ?Sized> {
shader_input: Arc<ShaderInput<E>>,
transform: DAffine2,
}
impl<E: GpuExecutor + ?Sized> Clone for ShaderInputFrame<E> {
fn clone(&self) -> Self {
Self {
shader_input: self.shader_input.clone(),
transform: self.transform,
}
}
}
unsafe impl<E: GpuExecutor + ?Sized + StaticType> StaticType for ShaderInputFrame<E>
where
E::Static: GpuExecutor,
{
type Static = ShaderInputFrame<E::Static>;
}
#[node_macro::node_fn(RenderTextureNode)]
async fn render_texture_node<'a: 'input, E: 'a + GpuExecutor>(image: ShaderInputFrame<E>, surface: Arc<SurfaceHandle<E::Surface<'input>>>, executor: &'a E) -> SurfaceFrame {
let surface_id = surface.surface_id;
log::trace!("rendering to surface {surface_id:?}");
executor.create_render_pass(image.shader_input, surface).unwrap();
SurfaceFrame {
surface_id,
transform: image.transform,
}
}
pub struct UploadTextureNode<E> {
executor: E,
}
#[node_macro::node_fn(UploadTextureNode)]
async fn upload_texture<'a: 'input, E: 'a + GpuExecutor>(input: ImageFrame<Color>, executor: &'a E) -> ShaderInputFrame<E> {
let shader_input = executor.create_texture_buffer(input.image, TextureBufferOptions::Texture).unwrap();
ShaderInputFrame {
shader_input: Arc::new(shader_input),
transform: input.transform,
}
}