Make the dynamic node graph execution asynchronous (#1218)

* Make node graph execution async

Make node macro generate async node implementations

Start propagating async through the node system

Async checkpoint

Make Any<'i> Send + Sync

Determine node io type using panic node

Fix types for raster_node macro

Finish porting node registry?

Fix lifetime errors

Remove Send + Sync requirements and start making node construction async

Async MVP

Fix tests

Clippy fix

* Fix nodes

* Simplify lifetims for node macro + make node macro more modular

* Reenable more nodes

* Fix pasting images

* Remove http test from brush node

* Fix output type for cache node

* Fix types for let scope

* Fix formatting
This commit is contained in:
Dennis Kobert 2023-05-27 11:48:57 +02:00 committed by Keavon Chambers
parent 5c7211cb30
commit 4bd9fbd073
40 changed files with 834 additions and 471 deletions

View file

@ -5,7 +5,10 @@ use wgpu::util::DeviceExt;
use super::context::Context;
use bytemuck::Pod;
use dyn_any::StaticTypeSized;
use graph_craft::executor::{Any, Executor};
use graph_craft::{
executor::{Any, Executor},
proto::LocalFuture,
};
#[derive(Debug)]
pub struct GpuExecutor<'a, I: StaticTypeSized, O> {
@ -27,14 +30,16 @@ impl<'a, I: StaticTypeSized, O> GpuExecutor<'a, I, O> {
}
impl<'a, I: StaticTypeSized + Sync + Pod + Send, O: StaticTypeSized + Send + Sync + Pod> Executor for GpuExecutor<'a, I, O> {
fn execute<'i, 's: 'i>(&'s self, input: Any<'i>) -> Result<Any<'i>, Box<dyn std::error::Error>> {
fn execute<'i>(&'i self, input: Any<'i>) -> LocalFuture<Result<Any<'i>, Box<dyn std::error::Error>>> {
let input = dyn_any::downcast::<Vec<I>>(input).expect("Wrong input type");
let context = &self.context;
let future = execute_shader(context.device.clone(), context.queue.clone(), self.shader.to_vec(), *input, self.entry_point.clone());
let result = future_executor::block_on(future);
Box::pin(async move {
let result = future.await;
let result: Vec<O> = result.ok_or_else(|| String::from("Failed to execute shader"))?;
Ok(Box::new(result))
let result: Vec<O> = result.ok_or_else(|| String::from("Failed to execute shader"))?;
Ok(Box::new(result) as Any)
})
}
}