Graphite/node-graph/gstd/src/gpu_nodes.rs
adamgerhant 6d74abb4de
Node network subgraph editing (#1750)
* Breadcrumb visualization, nested network consistency, create definitions for Merge internal nodes

* Add index to network inputs, remove imports usage from flatten network

* Replace NodeOutput with NodeInput::Node

* Fully remove imports field, remove unnecessary identity nodes, move Output node to encapsulating network

* Replace previous_outputs with root_node, fix adding artboard/layer to empty network

* Import/Export UI nodes

* Display input/output types dynamically from compiled network

* Add LayerNodeIdentifer::ROOT_PARENT

* Prevent .to_node() on ROOT_PARENT

* Separate NodeGraphMessage and GraphOperationMessage

* General bug fixes with nested networks

* Change layer color, various bug fixes and improvements

* Fix disconnect and set node input for proto nodes and UI export node

* Dashed line to export for previewed node

* Fix deleting proto nodes and nodes that feed into export

* Allow modifications to nodes outside of nested network

* Get network from Node Id parameter

* Change root_node to previous_root_node

* Get TaggedValue from proto node implementation type when disconnecting

* Improve preview functionality and state

* Artboard position and delete children fix

* Name inputs/outputs based on DocumentNodeDefinition or type, fix new artboard/layer insertion

* replace "Link" with "Wire", adjust previewing

* Various bug fixes and improvements

* Modify Sample and Poisson-Disk points, fix incorrect input index and deleting currently viewed node

* Open demo artwork

* Fix opening already upgraded documents and refactor FrontendGraphDataType usages

* Fix deleting within network and other bugs

* Get default node input from compiled network when copying, fix previews, tests, demo artwork

* Code cleanup

* Hide EditorApi and add a comment describing unresolved Import node input types

* Code review

* Replace placeholder ROOT_PARENT NodeId with std::u64::MAX

* Breadcrumb padding

---------

Co-authored-by: Keavon Chambers <keavon@keavon.com>
2024-06-02 08:01:56 +00:00

594 lines
21 KiB
Rust

use dyn_any::StaticTypeSized;
use glam::{DAffine2, DVec2, Mat2, Vec2};
use gpu_executor::{Bindgroup, ComputePassDimensions, PipelineLayout, StorageBufferOptions};
use gpu_executor::{GpuExecutor, ShaderIO, ShaderInput};
use graph_craft::document::value::TaggedValue;
use graph_craft::document::*;
use graph_craft::proto::*;
use graphene_core::quantization::QuantizationChannels;
use graphene_core::raster::*;
use graphene_core::*;
use wgpu_executor::WgpuExecutor;
#[cfg(feature = "quantization")]
use graphene_core::quantization::PackedPixel;
use std::cell::RefCell;
use std::collections::HashMap;
use std::sync::Arc;
use crate::wasm_application_io::WasmApplicationIo;
pub struct GpuCompiler<TypingContext, ShaderIO> {
typing_context: TypingContext,
io: ShaderIO,
}
// TODO: Move to graph-craft
#[node_macro::node_fn(GpuCompiler)]
async fn compile_gpu(node: &'input DocumentNode, mut typing_context: TypingContext, io: ShaderIO) -> Result<compilation_client::Shader, String> {
let compiler = graph_craft::graphene_compiler::Compiler {};
let DocumentNodeImplementation::Network(ref network) = node.implementation else { panic!() };
let proto_networks: Vec<_> = compiler.compile(network.clone())?.collect();
for network in proto_networks.iter() {
typing_context.update(network).expect("Failed to type check network");
}
// TODO: do a proper union
let input_types = proto_networks[0]
.inputs
.iter()
.map(|id| typing_context.type_of(*id).unwrap())
.map(|node_io| node_io.output.clone())
.collect();
let output_types = proto_networks.iter().map(|network| typing_context.type_of(network.output).unwrap().output.clone()).collect();
Ok(compilation_client::compile(proto_networks, input_types, output_types, io).await.unwrap())
}
pub struct MapGpuNode<Node, EditorApi> {
node: Node,
editor_api: EditorApi,
cache: RefCell<HashMap<String, ComputePass<WgpuExecutor>>>,
}
struct ComputePass<T: GpuExecutor> {
pipeline_layout: PipelineLayout<T>,
readback_buffer: Option<Arc<ShaderInput<T>>>,
}
impl<T: GpuExecutor> Clone for ComputePass<T> {
fn clone(&self) -> Self {
Self {
pipeline_layout: self.pipeline_layout.clone(),
readback_buffer: self.readback_buffer.clone(),
}
}
}
#[node_macro::node_impl(MapGpuNode)]
async fn map_gpu<'a: 'input>(image: ImageFrame<Color>, node: DocumentNode, editor_api: graphene_core::application_io::EditorApi<'a, WasmApplicationIo>) -> ImageFrame<Color> {
log::debug!("Executing gpu node");
let executor = &editor_api.application_io.gpu_executor.as_ref().unwrap();
#[cfg(feature = "quantization")]
let quantization = crate::quantization::generate_quantization_from_image_frame(&image);
#[cfg(not(feature = "quantization"))]
let quantization = QuantizationChannels::default();
log::debug!("quantization: {quantization:?}");
#[cfg(feature = "image-compare")]
let img: image::DynamicImage = image::Rgba32FImage::from_raw(image.image.width, image.image.height, bytemuck::cast_vec(image.image.data.clone()))
.unwrap()
.into();
#[cfg(feature = "quantization")]
let image = ImageFrame {
image: Image {
data: image.image.data.iter().map(|c| quantization::quantize_color(*c, quantization)).collect(),
width: image.image.width,
height: image.image.height,
base64_string: None,
},
transform: image.transform,
alpha_blending: image.alpha_blending,
};
// TODO: The cache should be based on the network topology not the node name
let compute_pass_descriptor = if self.cache.borrow().contains_key(&node.name) {
self.cache.borrow().get(&node.name).unwrap().clone()
} else {
let name = node.name.clone();
let Ok(compute_pass_descriptor) = create_compute_pass_descriptor(node, &image, executor, quantization).await else {
log::error!("Error creating compute pass descriptor in 'map_gpu()");
return ImageFrame::empty();
};
self.cache.borrow_mut().insert(name, compute_pass_descriptor.clone());
log::error!("created compute pass");
compute_pass_descriptor
};
let compute_pass = executor
.create_compute_pass(
&compute_pass_descriptor.pipeline_layout,
compute_pass_descriptor.readback_buffer.clone(),
ComputePassDimensions::XY(image.image.width / 12 + 1, image.image.height / 8 + 1),
)
.unwrap();
executor.execute_compute_pipeline(compute_pass).unwrap();
log::debug!("executed pipeline");
log::debug!("reading buffer");
let result = executor.read_output_buffer(compute_pass_descriptor.readback_buffer.clone().unwrap()).await.unwrap();
#[cfg(feature = "quantization")]
let colors = bytemuck::pod_collect_to_vec::<u8, PackedPixel>(result.as_slice());
#[cfg(feature = "quantization")]
log::debug!("first color: {:b}", colors[0].0);
#[cfg(feature = "quantization")]
let colors: Vec<_> = colors.iter().map(|c| quantization::dequantize_color(*c, quantization)).collect();
#[cfg(not(feature = "quantization"))]
let colors = bytemuck::pod_collect_to_vec::<u8, Color>(result.as_slice());
log::debug!("first color: {:?}", colors[0]);
#[cfg(feature = "image-compare")]
let img2: image::DynamicImage = image::Rgba32FImage::from_raw(image.image.width, image.image.height, bytemuck::cast_vec(colors.clone())).unwrap().into();
#[cfg(feature = "image-compare")]
let score = image_compare::rgb_hybrid_compare(&img.into_rgb8(), &img2.into_rgb8()).unwrap();
#[cfg(feature = "image-compare")]
log::debug!("score: {:?}", score.score);
ImageFrame {
image: Image {
data: colors,
width: image.image.width,
height: image.image.height,
..Default::default()
},
transform: image.transform,
alpha_blending: image.alpha_blending,
}
}
impl<Node, EditorApi> MapGpuNode<Node, EditorApi> {
pub fn new(node: Node, editor_api: EditorApi) -> Self {
Self {
node,
editor_api,
cache: RefCell::new(HashMap::new()),
}
}
}
async fn create_compute_pass_descriptor<T: Clone + Pixel + StaticTypeSized>(
node: DocumentNode,
image: &ImageFrame<T>,
executor: &&WgpuExecutor,
quantization: QuantizationChannels,
) -> Result<ComputePass<WgpuExecutor>, String> {
let compiler = graph_craft::graphene_compiler::Compiler {};
let inner_network = NodeNetwork::value_network(node);
log::debug!("inner_network: {inner_network:?}");
let network = NodeNetwork {
#[cfg(feature = "quantization")]
exports: vec![NodeInput::node(NodeId(5), 0)],
#[cfg(not(feature = "quantization"))]
exports: vec![NodeInput::node(NodeId(3), 0)],
nodes: [
DocumentNode {
name: "Slice".into(),
inputs: vec![NodeInput::Inline(InlineRust::new("i1[(_global_index.y * i0 + _global_index.x) as usize]".into(), concrete![Color]))],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::value::CopiedNode".into()),
..Default::default()
},
DocumentNode {
name: "Quantization".into(),
inputs: vec![NodeInput::network(concrete!(quantization::Quantization), 1)],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::ops::IdentityNode".into()),
..Default::default()
},
DocumentNode {
name: "Width".into(),
inputs: vec![NodeInput::network(concrete!(u32), 0)],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::ops::IdentityNode".into()),
..Default::default()
},
/*DocumentNode {
name: "Index".into(),
// inputs: vec![NodeInput::Network(concrete!(UVec3))],
inputs: vec![NodeInput::Inline(InlineRust::new("i1.x as usize".into(), concrete![u32]))],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::value::CopiedNode".into()),
..Default::default()
},*/
/*
DocumentNode {
name: "GetNode".into(),
inputs: vec![NodeInput::node(NodeId(1), 0), NodeInput::node(NodeId(0), 0)],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::storage::GetNode".into()),
..Default::default()
},*/
#[cfg(feature = "quantization")]
DocumentNode {
name: "Dequantize".into(),
inputs: vec![NodeInput::node(NodeId(0), 0), NodeInput::node(NodeId(1), 0)],
implementation: DocumentNodeImplementation::proto("graphene_core::quantization::DeQuantizeNode"),
..Default::default()
},
DocumentNode {
name: "MapNode".into(),
#[cfg(feature = "quantization")]
inputs: vec![NodeInput::node(NodeId(3), 0)],
#[cfg(not(feature = "quantization"))]
inputs: vec![NodeInput::node(NodeId(0), 0)],
implementation: DocumentNodeImplementation::Network(inner_network),
..Default::default()
},
#[cfg(feature = "quantization")]
DocumentNode {
name: "Quantize".into(),
inputs: vec![NodeInput::node(NodeId(4), 0), NodeInput::node(NodeId(1), 0)],
implementation: DocumentNodeImplementation::proto("graphene_core::quantization::QuantizeNode"),
..Default::default()
},
/*
DocumentNode {
name: "SaveNode".into(),
inputs: vec![
NodeInput::node(NodeId(5), 0),
NodeInput::Inline(InlineRust::new(
"|x| o0[(_global_index.y * i1 + _global_index.x) as usize] = x".into(),
// "|x|()".into(),
Type::Fn(Box::new(concrete!(PackedPixel)), Box::new(concrete!(()))),
)),
],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::generic::FnMutNode".into()),
..Default::default()
},
*/
]
.into_iter()
.enumerate()
.map(|(id, node)| (NodeId(id as u64), node))
.collect(),
..Default::default()
};
log::debug!("compiling network");
let proto_networks = compiler.compile(network.clone())?.collect();
log::debug!("compiling shader");
let shader = compilation_client::compile(
proto_networks,
vec![concrete!(u32), concrete!(Color)],
vec![concrete!(Color)],
ShaderIO {
#[cfg(feature = "quantization")]
inputs: vec![
ShaderInput::UniformBuffer((), concrete!(u32)),
ShaderInput::StorageBuffer((), concrete!(PackedPixel)),
ShaderInput::UniformBuffer((), concrete!(quantization::QuantizationChannels)),
// ShaderInput::Constant(gpu_executor::GPUConstant::GlobalInvocationId),
ShaderInput::OutputBuffer((), concrete!(PackedPixel)),
],
#[cfg(not(feature = "quantization"))]
inputs: vec![
ShaderInput::UniformBuffer((), concrete!(u32)),
ShaderInput::StorageBuffer((), concrete!(Color)),
ShaderInput::OutputBuffer((), concrete!(Color)),
],
#[cfg(feature = "quantization")]
output: ShaderInput::OutputBuffer((), concrete!(PackedPixel)),
#[cfg(not(feature = "quantization"))]
output: ShaderInput::OutputBuffer((), concrete!(Color)),
},
)
.await
.unwrap();
// return ImageFrame::empty();
let len: usize = image.image.data.len();
/*
let canvas = editor_api.application_io.create_surface();
let surface = unsafe { executor.create_surface(canvas) }.unwrap();
// log::debug!("id: {surface:?}");
let surface_id = surface.surface_id;
let texture = executor.create_texture_buffer(image.image.clone(), TextureBufferOptions::Texture).unwrap();
// executor.create_render_pass(texture, surface).unwrap();
let frame = SurfaceFrame {
surface_id,
transform: image.transform,
};
return frame;*/
log::debug!("creating buffer");
let width_uniform = executor.create_uniform_buffer(image.image.width).unwrap();
#[cfg(not(feature = "quantization"))]
core::hint::black_box(quantization);
#[cfg(feature = "quantization")]
let quantization_uniform = executor.create_uniform_buffer(quantization).unwrap();
let storage_buffer = executor
.create_storage_buffer(
image.image.data.clone(),
StorageBufferOptions {
cpu_writable: false,
gpu_writable: true,
cpu_readable: false,
storage: true,
},
)
.unwrap();
let width_uniform = Arc::new(width_uniform);
#[cfg(feature = "quantization")]
let quantization_uniform = Arc::new(quantization_uniform);
let storage_buffer = Arc::new(storage_buffer);
let output_buffer = executor.create_output_buffer(len, concrete!(Color), false).unwrap();
let output_buffer = Arc::new(output_buffer);
let readback_buffer = executor.create_output_buffer(len, concrete!(Color), true).unwrap();
let readback_buffer = Arc::new(readback_buffer);
log::debug!("created buffer");
let bind_group = Bindgroup {
#[cfg(feature = "quantization")]
buffers: vec![width_uniform.clone(), storage_buffer.clone(), quantization_uniform.clone()],
#[cfg(not(feature = "quantization"))]
buffers: vec![width_uniform, storage_buffer],
};
let shader = gpu_executor::Shader {
source: shader.spirv_binary.into(),
name: "gpu::eval",
io: shader.io,
};
log::debug!("loading shader");
let shader = executor.load_shader(shader).unwrap();
log::debug!("loaded shader");
let pipeline = PipelineLayout {
shader: shader.into(),
entry_point: "eval".to_string(),
bind_group: bind_group.into(),
output_buffer,
};
log::debug!("created pipeline");
Ok(ComputePass {
pipeline_layout: pipeline,
readback_buffer: Some(readback_buffer),
})
}
/*
#[node_macro::node_fn(MapGpuNode)]
async fn map_gpu(inputs: Vec<ShaderInput<<NewExecutor as GpuExecutor>::BufferHandle>>, shader: &'any_input compilation_client::Shader) {
use graph_craft::executor::Executor;
let executor = NewExecutor::new().unwrap();
for input in shader.io.inputs.iter() {
let buffer = executor.create_storage_buffer(&self, data, options)
let buffer = executor.create_buffer(input.size).unwrap();
executor.write_buffer(buffer, input.data).unwrap();
}
todo!();
/*
let executor: GpuExecutor = GpuExecutor::new(Context::new().await.unwrap(), shader.into(), "gpu::eval".into()).unwrap();
let data: Vec<_> = input.into_iter().collect();
let result = executor.execute(Box::new(data)).unwrap();
let result = dyn_any::downcast::<Vec<_O>>(result).unwrap();
*result
*/
}
pub struct MapGpuSingleImageNode<N> {
node: N,
}
#[node_macro::node_fn(MapGpuSingleImageNode)]
fn map_gpu_single_image(input: Image<Color>, node: String) -> Image<Color> {
use graph_craft::document::*;
use graph_craft::ProtoNodeIdentifier;
let identifier = ProtoNodeIdentifier { name: std::borrow::Cow::Owned(node) };
let network = NodeNetwork {
inputs: vec![NodeId(0)],
disabled: vec![],
previous_outputs: None,
outputs: vec![NodeInput::node(NodeId(0), 0)],
nodes: [(
NodeId(0),
DocumentNode {
name: "Image Filter".into(),
inputs: vec![NodeInput::Network(concrete!(Color))],
implementation: DocumentNodeImplementation::ProtoNode(identifier),
metadata: DocumentNodeMetadata::default(),
..Default::default()
},
)]
.into_iter()
.collect(),
};
let value_network = ValueNode::new(network);
let map_node = MapGpuNode::new(value_network);
let data = map_node.eval(input.data.clone());
Image { data, ..input }
}
*/
#[derive(Debug, Clone, Copy)]
pub struct BlendGpuImageNode<Background, B, O> {
background: Background,
blend_mode: B,
opacity: O,
}
#[node_macro::node_fn(BlendGpuImageNode)]
async fn blend_gpu_image(foreground: ImageFrame<Color>, background: ImageFrame<Color>, blend_mode: BlendMode, opacity: f64) -> ImageFrame<Color> {
let foreground_size = DVec2::new(foreground.image.width as f64, foreground.image.height as f64);
let background_size = DVec2::new(background.image.width as f64, background.image.height as f64);
// Transforms a point from the background image to the foreground image
let bg_to_fg = DAffine2::from_scale(foreground_size) * foreground.transform.inverse() * background.transform * DAffine2::from_scale(1. / background_size);
let transform_matrix: Mat2 = bg_to_fg.matrix2.as_mat2();
let translation: Vec2 = bg_to_fg.translation.as_vec2();
log::debug!("Executing gpu blend node!");
let compiler = graph_craft::graphene_compiler::Compiler {};
let network = NodeNetwork {
exports: vec![NodeInput::node(NodeId(0), 0)],
nodes: [DocumentNode {
name: "BlendOp".into(),
inputs: vec![NodeInput::Inline(InlineRust::new(
format!(
r#"graphene_core::raster::adjustments::BlendNode::new(
graphene_core::value::CopiedNode::new({}),
graphene_core::value::CopiedNode::new({}),
).eval((
{{
let bg_point = Vec2::new(_global_index.x as f32, _global_index.y as f32);
let fg_point = (*i4) * bg_point + (*i5);
if !((fg_point.cmpge(Vec2::ZERO) & bg_point.cmpge(Vec2::ZERO)) == BVec2::new(true, true)) {{
Color::from_rgbaf32_unchecked(0.0, 0.0, 0.0, 0.0)
}} else {{
i2[((fg_point.y as u32) * i3 + (fg_point.x as u32)) as usize]
}}
}},
i1[(_global_index.y * i0 + _global_index.x) as usize],
))"#,
TaggedValue::BlendMode(blend_mode).to_primitive_string(),
TaggedValue::F64(opacity).to_primitive_string(),
),
concrete![Color],
))],
implementation: DocumentNodeImplementation::ProtoNode("graphene_core::value::CopiedNode".into()),
..Default::default()
}]
.into_iter()
.enumerate()
.map(|(id, node)| (NodeId(id as u64), node))
.collect(),
..Default::default()
};
log::debug!("compiling network");
let Ok(proto_networks_result) = compiler.compile(network.clone()) else {
log::error!("Error compiling network in 'blend_gpu_image()");
return ImageFrame::empty();
};
let proto_networks = proto_networks_result.collect();
log::debug!("compiling shader");
let shader = compilation_client::compile(
proto_networks,
vec![
concrete!(u32),
concrete!(Color),
concrete!(Color),
concrete!(u32),
concrete_with_name!(Mat2, "Mat2"),
concrete_with_name!(Vec2, "Vec2"),
],
vec![concrete!(Color)],
ShaderIO {
inputs: vec![
ShaderInput::UniformBuffer((), concrete!(u32)), // width of the output image
ShaderInput::StorageBuffer((), concrete!(Color)), // background image
ShaderInput::StorageBuffer((), concrete!(Color)), // foreground image
ShaderInput::UniformBuffer((), concrete!(u32)), // width of the foreground image
ShaderInput::UniformBuffer((), concrete_with_name!(Mat2, "Mat2")), // bg_to_fg.matrix2
ShaderInput::UniformBuffer((), concrete_with_name!(Vec2, "Vec2")), // bg_to_fg.translation
ShaderInput::OutputBuffer((), concrete!(Color)),
],
output: ShaderInput::OutputBuffer((), concrete!(Color)),
},
)
.await
.unwrap();
let len = background.image.data.len();
let executor = WgpuExecutor::new()
.await
.expect("Failed to create wgpu executor. Please make sure that webgpu is enabled for your browser.");
log::debug!("creating buffer");
let width_uniform = executor.create_uniform_buffer(background.image.width).unwrap();
let bg_storage_buffer = executor
.create_storage_buffer(
background.image.data.clone(),
StorageBufferOptions {
cpu_writable: false,
gpu_writable: true,
cpu_readable: false,
storage: true,
},
)
.unwrap();
let fg_storage_buffer = executor
.create_storage_buffer(
foreground.image.data.clone(),
StorageBufferOptions {
cpu_writable: false,
gpu_writable: true,
cpu_readable: false,
storage: true,
},
)
.unwrap();
let fg_width_uniform = executor.create_uniform_buffer(foreground.image.width).unwrap();
let transform_uniform = executor.create_uniform_buffer(transform_matrix).unwrap();
let translation_uniform = executor.create_uniform_buffer(translation).unwrap();
let width_uniform = Arc::new(width_uniform);
let bg_storage_buffer = Arc::new(bg_storage_buffer);
let fg_storage_buffer = Arc::new(fg_storage_buffer);
let fg_width_uniform = Arc::new(fg_width_uniform);
let transform_uniform = Arc::new(transform_uniform);
let translation_uniform = Arc::new(translation_uniform);
let output_buffer = executor.create_output_buffer(len, concrete!(Color), false).unwrap();
let output_buffer = Arc::new(output_buffer);
let readback_buffer = executor.create_output_buffer(len, concrete!(Color), true).unwrap();
let readback_buffer = Arc::new(readback_buffer);
log::debug!("created buffer");
let bind_group = Bindgroup {
buffers: vec![
width_uniform.clone(),
bg_storage_buffer.clone(),
fg_storage_buffer.clone(),
fg_width_uniform.clone(),
transform_uniform.clone(),
translation_uniform.clone(),
],
};
let shader = gpu_executor::Shader {
source: shader.spirv_binary.into(),
name: "gpu::eval",
io: shader.io,
};
log::debug!("loading shader");
log::debug!("shader: {:?}", shader.source);
let shader = executor.load_shader(shader).unwrap();
log::debug!("loaded shader");
let pipeline = PipelineLayout {
shader: shader.into(),
entry_point: "eval".to_string(),
bind_group: bind_group.into(),
output_buffer: output_buffer.clone(),
};
log::debug!("created pipeline");
let compute_pass = executor
.create_compute_pass(&pipeline, Some(readback_buffer.clone()), ComputePassDimensions::XY(background.image.width, background.image.height))
.unwrap();
executor.execute_compute_pipeline(compute_pass).unwrap();
log::debug!("executed pipeline");
log::debug!("reading buffer");
let result = executor.read_output_buffer(readback_buffer).await.unwrap();
let colors = bytemuck::pod_collect_to_vec::<u8, Color>(result.as_slice());
ImageFrame {
image: Image {
data: colors,
width: background.image.width,
height: background.image.height,
..Default::default()
},
transform: background.transform,
alpha_blending: background.alpha_blending,
}
}