use crate::backend::wgpu::device::{compute_pipeline, storage_ro, storage_rw, uniform, Device};
const SHADER: &str = r#"
struct Params { n: u32, _p0: u32, _p1: u32, _p2: u32 }
@group(0) @binding(0) var<storage, read> x: array<f32>;
@group(0) @binding(1) var<storage, read_write> y: array<f32>;
@group(0) @binding(2) var<uniform> params: Params;
@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let idx = gid.x;
if (idx >= params.n) { return; }
let v = x[idx];
y[idx] = v / (1.0 + exp(-v));
}
"#;
pub fn dispatch(device: &Device, x: &wgpu::Buffer, n: u32) -> wgpu::Buffer {
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Params {
n: u32,
_p0: u32,
_p1: u32,
_p2: u32,
}
let (pipeline, layout) = compute_pipeline(
&device.device,
SHADER,
&[storage_ro(0), storage_rw(1), uniform(2)],
);
let out = device.alloc_f32(n as usize);
let params = Params {
n,
_p0: 0,
_p1: 0,
_p2: 0,
};
let params_buf = device.upload_uniform(bytemuck::bytes_of(¶ms));
let bg = device.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: x.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: out.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: params_buf.as_entire_binding(),
},
],
});
let mut enc = device
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
{
let mut pass = enc.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
pass.set_pipeline(&pipeline);
pass.set_bind_group(0, &bg, &[]);
pass.dispatch_workgroups((n + 255) / 256, 1, 1);
}
device.queue.submit(std::iter::once(enc.finish()));
out
}