First attempt at a GPU runner
CI / cargo fmt (push) Failing after 1m5s
CI / cargo test (push) Failing after 2m15s
CI / cargo test (GPU) (push) Successful in 16m58s

Currently failing with an error I don't understand:

```
wgpu error: Validation Error

Caused by:
  In Device::create_shader_module, label = '...\image_binary.spv'

Shader '...\image_binary.spv' parsing error: InvalidTypeWidth(1)
```
This commit is contained in:
2026-07-29 11:12:52 -04:00
parent 7ff19631ba
commit 53d5ad1422
15 changed files with 1482 additions and 276 deletions
+16
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[package]
name = "image-binary"
version.workspace = true
authors.workspace = true
edition.workspace = true
license.workspace = true
repository.workspace = true
[dependencies]
enkou-shaders = { path = "../../enkou-shaders" }
glam.workspace = true
spirv-std.workspace = true
wgpu = { workspace = true, optional = true }
[lints]
workspace = true
+82
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//! # Binary image
#![cfg_attr(target_arch = "spirv", no_std)]
use enkou_shaders::camera::Camera;
use enkou_shaders::chaos_game::ChaosGame;
use enkou_shaders::rng::xoshiro256starstar_from_seed;
use enkou_shaders::transform::Transform;
use enkou_shaders::variation::Variation;
use glam::{UVec2, UVec4};
use spirv_std::spirv;
#[cfg(feature = "wgpu")]
pub use wgpu::*;
const IMAGE_QUALITY: f32 = 1.0;
const ITERATIONS_FUSE: u32 = 20;
/// Sierpinski Gasket
#[spirv(compute(entry_point_name = "main_image_binary", threads(1)))]
pub fn main_image_binary(
#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] image_dimensions: &UVec2,
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] transforms: &[Transform],
#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] weights: &[f32],
#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] variations: &[Variation],
#[spirv(storage_buffer, descriptor_set = 0, binding = 4)] camera: &Camera,
#[spirv(storage_buffer, descriptor_set = 0, binding = 5)] image_buffer: &mut [UVec4],
) {
// Initialize RNG and run the chaos game
let mut rng = xoshiro256starstar_from_seed([4; 32]);
let mut chaos_game = ChaosGame::new(&mut rng, transforms, weights, variations);
// Discard the first few iterations
for _ in 0..ITERATIONS_FUSE {
chaos_game.next().unwrap();
}
// Plot the remaining points generated by the chaos game
let iterations = (image_dimensions.as_vec2().element_product() * IMAGE_QUALITY) as u32;
for _ in 0..iterations {
let ifs_point = chaos_game.next().unwrap();
let pixel_point = camera.transform_point_to_image(ifs_point);
if let Some(pixel_point) = pixel_point {
let pixel_index = pixel_point.y * image_dimensions.x + pixel_point.x;
image_buffer[pixel_index as usize] = UVec4::splat(255);
}
}
}
#[cfg(feature = "wgpu")]
pub mod wgpu {
const fn bgle(binding: u32, read_only: bool) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
}
pub const BGLE_IMAGE_DIMENSIONS: wgpu::BindGroupLayoutEntry = bgle(0, true);
pub const BGLE_TRANSFORMS: wgpu::BindGroupLayoutEntry = bgle(1, true);
pub const BGLE_WEIGHTS: wgpu::BindGroupLayoutEntry = bgle(2, true);
pub const BGLE_VARIATIONS: wgpu::BindGroupLayoutEntry = bgle(3, true);
pub const BGLE_CAMERA: wgpu::BindGroupLayoutEntry = bgle(4, true);
pub const BGLE_IMAGE_BUFFER: wgpu::BindGroupLayoutEntry = bgle(5, false);
pub const BIND_GROUP_IMAGE_BINARY: wgpu::BindGroupLayoutDescriptor = wgpu::BindGroupLayoutDescriptor {
label: Some("main_image_binary"),
entries: &[
BGLE_IMAGE_DIMENSIONS,
BGLE_TRANSFORMS,
BGLE_WEIGHTS,
BGLE_VARIATIONS,
BGLE_CAMERA,
BGLE_IMAGE_BUFFER,
],
};
}