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import { isTypedArray, type TypedArray } from 'webgpu-utils'; | ||
import { BufferSet } from '../regl_rendering'; | ||
import { WebGPUBufferLocation } from '../types'; | ||
// I track locations on buffers like this. | ||
// We keep track of both size -- the number of meaningful data bytes | ||
// and paddedSize -- the number of bytes including 256-byte padding. | ||
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export class WebGPUBufferSet extends BufferSet<GPUBuffer, WebGPUBufferLocation> { | ||
// Copied with alterations from deepscatter | ||
import { Some, TupleMap } from '../utilityFunctions'; | ||
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// An abstraction creating an expandable set of buffers that can be subdivided | ||
// to put more than one variable on the same | ||
// block of memory. Reusing buffers this way can have performance benefits over allocating | ||
// multiple different buffers for each small block used. | ||
// Unlike in webgl, we keep track of both size -- the number of meaningful data bytes | ||
// and paddedSize -- the number of bytes including 256-byte padding. | ||
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// The general purpose here is to call 'allocate_block' that releases a block of memory | ||
// to use in creating a new array to be passed to regl. | ||
export class WebGPUBufferSet extends BufferSet< | ||
GPUBuffer, | ||
WebGPUBufferLocation | ||
> { | ||
public device: GPUDevice; | ||
private stagingBuffer: GPUBuffer; | ||
public usage: number; | ||
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public device: GPUDevice; | ||
private stagingBuffer: GPUBuffer; | ||
public usage: number; | ||
public store: TupleMap<string, WebGPUBufferLocation> = new TupleMap(); | ||
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public store: Map<string, WebGPUBufferLocation> = new Map(); | ||
/** | ||
* | ||
* @param regl the Regl context we're using. | ||
* @param buffer_size The number of bytes on each strip of memory that we'll ask for. | ||
*/ | ||
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/** | ||
* | ||
* @param regl the Regl context we're using. | ||
* @param buffer_size The number of bytes on each strip of memory that we'll ask for. | ||
*/ | ||
constructor( | ||
device: GPUDevice, | ||
buffer_size: number, | ||
usage: number = GPUBufferUsage.STORAGE | | ||
GPUBufferUsage.COPY_DST | | ||
GPUBufferUsage.COPY_SRC, | ||
) { | ||
super(buffer_size); | ||
this.device = device; | ||
// Track the ends in case we want to allocate smaller items. | ||
this.usage = usage; | ||
this.generate_new_buffer(); | ||
this.stagingBuffer = device.createBuffer({ | ||
size: buffer_size, | ||
usage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.MAP_WRITE, | ||
mappedAtCreation: false, // saves a little trouble in the passThrough function | ||
}); | ||
} | ||
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constructor( | ||
device: GPUDevice, | ||
buffer_size: number, | ||
usage: number = GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC | ||
) { | ||
super(buffer_size) | ||
this.device = device; | ||
// Track the ends in case we want to allocate smaller items. | ||
this.usage = usage; | ||
this.generate_new_buffer(); | ||
this.stagingBuffer = device.createBuffer({ | ||
size: buffer_size, | ||
usage: GPUBufferUsage.COPY_SRC | GPUBufferUsage.MAP_WRITE, | ||
mappedAtCreation: false // saves a little trouble in the passThrough function | ||
}); | ||
} | ||
private async passThroughStagingBuffer( | ||
values: Uint32Array, | ||
bufferLocation: WebGPUBufferLocation, | ||
) { | ||
// WebGPU | ||
const { buffer, offset, paddedSize } = bufferLocation; | ||
while (this.stagingBuffer.mapState !== 'unmapped') { | ||
// Wait in line for a millisecond. | ||
// Would be better to hold a queue and apply more than one of these at once. | ||
await new Promise((resolve) => setTimeout(resolve, 1)); | ||
} | ||
await this.stagingBuffer.mapAsync(GPUMapMode.WRITE, 0, paddedSize); | ||
new Uint32Array( | ||
this.stagingBuffer.getMappedRange(0, values.byteLength), | ||
).set(values); | ||
this.stagingBuffer.unmap(); | ||
const commandEncoder = this.device.createCommandEncoder(); | ||
commandEncoder.copyBufferToBuffer( | ||
this.stagingBuffer, | ||
0, | ||
buffer, | ||
offset, | ||
paddedSize, | ||
); | ||
this.device.queue.submit([commandEncoder.finish()]); | ||
} | ||
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private async passThroughStagingBuffer(values: Uint32Array, bufferLocation: WebGPUBufferLocation) { | ||
// WebGPU | ||
const { buffer, offset, paddedSize } = bufferLocation; | ||
while (this.stagingBuffer.mapState !== 'unmapped') { | ||
// Wait in line for a millisecond. | ||
// Would be better to hold a queue and apply more than one of these at once. | ||
await new Promise((resolve) => setTimeout(resolve, 1)); | ||
} | ||
await this.stagingBuffer.mapAsync(GPUMapMode.WRITE, 0, paddedSize); | ||
new Uint32Array(this.stagingBuffer.getMappedRange(0, values.byteLength)).set(values); | ||
this.stagingBuffer.unmap(); | ||
const commandEncoder = this.device.createCommandEncoder(); | ||
commandEncoder.copyBufferToBuffer(this.stagingBuffer, 0, buffer, offset, paddedSize); | ||
this.device.queue.submit([commandEncoder.finish()]); | ||
} | ||
register(k: Some<string>, v: WebGPUBufferLocation) { | ||
this.store.set(k, v); | ||
} | ||
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register(k: string, v: WebGPUBufferLocation) { | ||
this.store.set(k, v); | ||
} | ||
async set(key: Some<string>, value: TypedArray) { | ||
if (this.store.has(key)) { | ||
throw new Error(`Key ${key.join(', ')} already exists in buffer set.`); | ||
} | ||
const size = value.byteLength; | ||
const paddedSize = Math.ceil(size / 256) * 256; | ||
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async set(key: string, value: TypedArray) { | ||
if (this.store.has(key)) { | ||
throw new Error(`Key ${key} already exists in buffer set.`); | ||
} | ||
const size = value.byteLength; | ||
const paddedSize = Math.ceil(size / 256) * 256; | ||
const { buffer, offset } = this.allocate_block(paddedSize); | ||
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const { buffer, offset } = this.allocate_block(paddedSize); | ||
// If it's a typed array, we can just copy it directly. | ||
// cast it to uint32array | ||
const v2 = value; | ||
const data = new Uint32Array(v2.buffer, v2.byteOffset, v2.byteLength / 4); | ||
const description = { buffer, offset, size, paddedSize }; | ||
await this.passThroughStagingBuffer(data, description); | ||
this.register(key, description); | ||
} | ||
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// If it's a typed array, we can just copy it directly. | ||
// cast it to uint32array | ||
const v2 = value; | ||
const data = new Uint32Array(v2.buffer, v2.byteOffset, v2.byteLength / 4); | ||
const description = { buffer, offset, size, paddedSize }; | ||
await this.passThroughStagingBuffer(data, description); | ||
this.register(key, description); | ||
} | ||
_create_buffer(): GPUBuffer { | ||
return this.device.createBuffer({ | ||
size: this.buffer_size, | ||
usage: this.usage, | ||
mappedAtCreation: false, | ||
}); | ||
} | ||
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_create_buffer() : GPUBuffer { | ||
return this.device.createBuffer({ | ||
size: this.buffer_size, | ||
usage: this.usage, | ||
mappedAtCreation: false | ||
}) | ||
} | ||
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_create_leftover_buffer() : WebGPUBufferLocation { | ||
return { | ||
buffer: this.buffers[0], | ||
offset: this.pointer, | ||
stride: 4, // meaningless here. | ||
byte_size: this.buffer_size - this.pointer, | ||
paddedSize: this.buffer_size - this.pointer | ||
} | ||
} | ||
_create_leftover_buffer(): WebGPUBufferLocation { | ||
return { | ||
buffer: this.buffers[0], | ||
offset: this.pointer, | ||
stride: 4, // meaningless here. | ||
byte_size: this.buffer_size - this.pointer, | ||
paddedSize: this.buffer_size - this.pointer, | ||
}; | ||
} | ||
} | ||
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export function createSingletonBuffer( | ||
device: GPUDevice, | ||
data: Uint32Array | Int32Array | Float32Array | ArrayBuffer, | ||
usage: number | ||
device: GPUDevice, | ||
data: Uint32Array | Int32Array | Float32Array | ArrayBuffer, | ||
usage: number, | ||
): GPUBuffer { | ||
// Creates a disposable singleton buffer. | ||
// ReadonlyBufferSet ought to provide better performance; but | ||
// this allows more different buffer sizes and easier destruction. | ||
const buffer = device.createBuffer({ | ||
size: data.byteLength, | ||
usage, | ||
mappedAtCreation: true | ||
}); | ||
const mappedRange = buffer.getMappedRange(); | ||
if (isTypedArray(data)) { | ||
new Uint32Array(mappedRange).set(data as TypedArray); | ||
} else { | ||
new Uint32Array(mappedRange).set(new Uint32Array(data as ArrayBuffer)); | ||
} | ||
buffer.unmap(); | ||
return buffer; | ||
// Creates a disposable singleton buffer. | ||
// ReadonlyBufferSet ought to provide better performance; but | ||
// this allows more different buffer sizes and easier destruction. | ||
const buffer = device.createBuffer({ | ||
size: data.byteLength, | ||
usage, | ||
mappedAtCreation: true, | ||
}); | ||
const mappedRange = buffer.getMappedRange(); | ||
if (isTypedArray(data)) { | ||
new Uint32Array(mappedRange).set(data as TypedArray); | ||
} else { | ||
new Uint32Array(mappedRange).set(new Uint32Array(data as ArrayBuffer)); | ||
} | ||
buffer.unmap(); | ||
return buffer; | ||
} |
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