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Implement AbsKernelOp for WebGPU backend #896
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Ridiculous amount of warnings, and I'll probably clean up a lot of them, but the unused variables mostly have to do with the unimplemented kernels, I think |
Actually, I'll keep this a draft, I need to test it still. |
Also added tests for higher code coverage.
Hopefully I can figure out a way to remove it again.
Had to figure out a way to store zeros in place
though I won't be able to test that until I fix `mean`.
non-passthrough route. Can't get sum_to working until wgpu supports atomic operations. Which is super unfortunate. Maybe I'll work on that soon...
Weird magic number issue that I can't figure out...
So I went through several iterations of this.
Originally, I wanted to go with WGSL, since it's a language that was made for WebGPU specifically, but the issue I came across with it was that it doesn't have support for Then I replaced the code with GLSL, and had
For my fourth iteration through this, I got frustrated and decided, "Hey, this is rust! I should be using rust for these kernels." So I moved to So I went back to GLSL, and with the segfaults now fixed, I was able to power through and get it working how you see it now. Of course there is still a very strange problem with the So I'm going to be spending some time with a debugger and stepping through code to figure that out, but in the mean time, I have it working for the |
Have you tested this on backends besides Vulkan? AFAIK I feel a better approach is to just use WGSL, as it has the best support across |
Actually, I think wgpu just doesn't support atomics at all yet, that is why I went with passthrough. I can get behind WGSL, but it wouldn't support the preprocessor at all, so the code will have a lot of copied boilerplate, or we'd need to use templates of some sort. |
That's not the case; projects like
True. Bevy and Vello each have their own ad-hoc solutions for shader preprocessing, and I guess |
This also creates a broken, default implementation for all the other
UnaryKernel
s.