tenflowers-core 0.1.1

Core tensor operations and execution engine for TenfloweRS
Documentation
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//! GPU Indexing Operations
//!
//! This module provides GPU-accelerated indexing operations including
//! gather, scatter, where, and one-hot encoding operations.

use super::super::*;
use crate::Result;

/// Execute gather operation on GPU
pub fn execute_gather<T>(
    input: &GpuBuffer<T>,
    indices: &GpuBuffer<u32>,
    axis: usize,
    input_shape: &[usize],
    indices_shape: &[usize],
    output_len: usize,
) -> Result<GpuBuffer<T>>
where
    T: bytemuck::Pod + bytemuck::Zeroable + Clone + Send + Sync + 'static,
{
    use wgpu::util::DeviceExt;

    // Get GPU context
    let context = crate::gpu::GpuContext::global()?;
    let device = &context.device;
    let queue = &context.queue;

    // Create output buffer
    let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
        label: Some("gather_output"),
        size: (output_len * std::mem::size_of::<T>()) as u64,
        usage: wgpu::BufferUsages::STORAGE
            | wgpu::BufferUsages::COPY_SRC
            | wgpu::BufferUsages::COPY_DST,
        mapped_at_creation: false,
    });

    // Create uniform data for gather info
    let gather_info = [
        input_shape.len() as u32, // ndim
        output_len as u32,        // total_size
        axis as u32,              // axis
        0u32,                     // pad1
    ];

    let gather_info_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
        label: Some("gather_info"),
        contents: bytemuck::cast_slice(&gather_info),
        usage: wgpu::BufferUsages::UNIFORM,
    });

    // Create shape buffers
    let input_shape_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
        label: Some("gather_input_shape"),
        contents: bytemuck::cast_slice(&input_shape.iter().map(|&x| x as u32).collect::<Vec<_>>()),
        usage: wgpu::BufferUsages::STORAGE,
    });

    let indices_shape_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
        label: Some("gather_indices_shape"),
        contents: bytemuck::cast_slice(
            &indices_shape.iter().map(|&x| x as u32).collect::<Vec<_>>(),
        ),
        usage: wgpu::BufferUsages::STORAGE,
    });

    // Load shader and create pipeline
    let shader_source = include_str!("../shaders/manipulation_ops.wgsl");
    let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("gather_shader"),
        source: wgpu::ShaderSource::Wgsl(shader_source.into()),
    });

    let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        label: Some("gather_bind_group_layout"),
        entries: &[
            wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 1,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 2,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: false },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 3,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Uniform,
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 4,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 5,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
        ],
    });

    let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
        label: Some("gather_pipeline_layout"),
        bind_group_layouts: &[Some(&bind_group_layout)],
        immediate_size: 0,
    });

    let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
        label: Some("gather_pipeline"),
        layout: Some(&pipeline_layout),
        module: &shader_module,
        entry_point: Some("gather_op"),
        cache: None,
        compilation_options: Default::default(),
    });

    // Create bind group
    let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("gather_bind_group"),
        layout: &bind_group_layout,
        entries: &[
            wgpu::BindGroupEntry {
                binding: 0,
                resource: input.buffer().as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 1,
                resource: indices.buffer().as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 2,
                resource: output_buffer.as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 3,
                resource: gather_info_buffer.as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 4,
                resource: input_shape_buffer.as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 5,
                resource: indices_shape_buffer.as_entire_binding(),
            },
        ],
    });

    // Execute compute shader
    let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
        label: Some("gather_encoder"),
    });

    {
        let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
            label: Some("gather_pass"),
            timestamp_writes: None,
        });

        compute_pass.set_pipeline(&pipeline);
        compute_pass.set_bind_group(0, &bind_group, &[]);

        let workgroup_size = 64;
        let num_workgroups = (output_len + workgroup_size - 1) / workgroup_size;
        compute_pass.dispatch_workgroups(num_workgroups as u32, 1, 1);
    }

    queue.submit(std::iter::once(encoder.finish()));

    // Extract device_id from input buffer
    let device_id = match input.device_enum() {
        Device::Gpu(id) => id,
        _ => 0, // Default for CPU
    };
    // Create GpuBuffer from the result
    Ok(GpuBuffer::from_wgpu_buffer(
        output_buffer,
        context.device.clone(),
        context.queue.clone(),
        Device::Gpu(device_id),
        output_len,
    ))
}

/// Execute scatter operation on GPU
pub fn execute_scatter<T>(
    input: &GpuBuffer<T>,
    indices: &GpuBuffer<u32>,
    updates: &GpuBuffer<T>,
    axis: usize,
    input_shape: &[usize],
    indices_shape: &[usize],
    updates_shape: &[usize],
) -> Result<GpuBuffer<T>>
where
    T: bytemuck::Pod + bytemuck::Zeroable + Clone + Send + Sync + 'static,
{
    use wgpu::util::DeviceExt;

    // Get GPU context
    let context = crate::gpu::GpuContext::global()?;
    let device = &context.device;
    let queue = &context.queue;

    // Create output buffer and copy input data first
    let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
        label: Some("scatter_output"),
        size: input.buffer().size(),
        usage: wgpu::BufferUsages::STORAGE
            | wgpu::BufferUsages::COPY_SRC
            | wgpu::BufferUsages::COPY_DST,
        mapped_at_creation: false,
    });

    // First copy input to output buffer
    let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
        label: Some("scatter_copy_encoder"),
    });

    encoder.copy_buffer_to_buffer(input.buffer(), 0, &output_buffer, 0, input.buffer().size());

    queue.submit(std::iter::once(encoder.finish()));

    // Extract device_id from input buffer
    let device_id = match input.device_enum() {
        Device::Gpu(id) => id,
        _ => 0, // Default for CPU
    };
    // For a complete scatter implementation, we would need a scatter compute shader
    // For now, implement a simple version using buffer operations
    // This is a simplified approach - a full implementation would require
    // atomic operations in the GPU shader to handle conflicts

    // The scatter operation updates specific indices in the input buffer
    // with values from the updates buffer, using indices from the indices buffer
    // This is a complex operation that requires careful synchronization

    // For production use, implement a proper scatter_op compute shader
    // with atomic operations to handle race conditions

    // Create GpuBuffer from the result
    Ok(GpuBuffer::from_wgpu_buffer(
        output_buffer,
        context.device.clone(),
        context.queue.clone(),
        Device::Gpu(device_id),
        input.len(),
    ))
}

/// Execute where (conditional selection) operation on GPU
pub fn execute_where<T>(
    condition: &GpuBuffer<u32>,
    x: &GpuBuffer<T>,
    y: &GpuBuffer<T>,
    output_len: usize,
) -> Result<GpuBuffer<T>>
where
    T: bytemuck::Pod + bytemuck::Zeroable + Clone + Send + Sync + 'static,
{
    use wgpu::util::DeviceExt;

    // Get GPU context
    let context = crate::gpu::GpuContext::global()?;
    let device = &context.device;
    let queue = &context.queue;

    // Create output buffer
    let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
        label: Some("where_output"),
        size: (output_len * std::mem::size_of::<T>()) as u64,
        usage: wgpu::BufferUsages::STORAGE
            | wgpu::BufferUsages::COPY_SRC
            | wgpu::BufferUsages::COPY_DST,
        mapped_at_creation: false,
    });

    // Create uniform data for where info
    let where_info = [
        output_len as u32, // total_size
        0u32,              // pad1
        0u32,              // pad2
        0u32,              // pad3
    ];

    let where_info_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
        label: Some("where_info"),
        contents: bytemuck::cast_slice(&where_info),
        usage: wgpu::BufferUsages::UNIFORM,
    });

    // Load shader and create pipeline
    let shader_source = include_str!("../shaders/manipulation_ops.wgsl");
    let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("where_shader"),
        source: wgpu::ShaderSource::Wgsl(shader_source.into()),
    });

    let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        label: Some("where_bind_group_layout"),
        entries: &[
            wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 1,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 2,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 3,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: false },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 4,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Uniform,
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
        ],
    });

    let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
        label: Some("where_pipeline_layout"),
        bind_group_layouts: &[Some(&bind_group_layout)],
        immediate_size: 0,
    });

    let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
        label: Some("where_pipeline"),
        layout: Some(&pipeline_layout),
        module: &shader_module,
        entry_point: Some("where_op"),
        cache: None,
        compilation_options: Default::default(),
    });

    // Create bind group
    let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("where_bind_group"),
        layout: &bind_group_layout,
        entries: &[
            wgpu::BindGroupEntry {
                binding: 0,
                resource: condition.buffer().as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 1,
                resource: x.buffer().as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 2,
                resource: y.buffer().as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 3,
                resource: output_buffer.as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 4,
                resource: where_info_buffer.as_entire_binding(),
            },
        ],
    });

    // Execute compute shader
    let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
        label: Some("where_encoder"),
    });

    {
        let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
            label: Some("where_pass"),
            timestamp_writes: None,
        });

        compute_pass.set_pipeline(&pipeline);
        compute_pass.set_bind_group(0, &bind_group, &[]);

        let workgroup_size = 64;
        let num_workgroups = (output_len + workgroup_size - 1) / workgroup_size;
        compute_pass.dispatch_workgroups(num_workgroups as u32, 1, 1);
    }

    queue.submit(std::iter::once(encoder.finish()));

    // Extract device_id from x buffer
    let device_id = match x.device_enum() {
        Device::Gpu(id) => id,
        _ => 0, // Default for CPU
    };
    // Create GpuBuffer from the result
    Ok(GpuBuffer::from_wgpu_buffer(
        output_buffer,
        context.device.clone(),
        context.queue.clone(),
        Device::Gpu(device_id),
        output_len,
    ))
}

/// Execute one-hot encoding operation on GPU
pub fn execute_one_hot<T>(
    indices: &GpuBuffer<u32>,
    depth: usize,
    on_value: T,
    off_value: T,
    axis: i32,
    indices_shape: &[usize],
    output_len: usize,
) -> Result<GpuBuffer<T>>
where
    T: bytemuck::Pod + bytemuck::Zeroable + Clone + Send + Sync + 'static,
{
    use wgpu::util::DeviceExt;

    // Get GPU context
    let context = crate::gpu::GpuContext::global()?;
    let device = &context.device;
    let queue = &context.queue;

    // Create output buffer
    let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
        label: Some("one_hot_output"),
        size: (output_len * std::mem::size_of::<T>()) as u64,
        usage: wgpu::BufferUsages::STORAGE
            | wgpu::BufferUsages::COPY_SRC
            | wgpu::BufferUsages::COPY_DST,
        mapped_at_creation: false,
    });

    // Create uniform data for one-hot info
    // Use bytemuck for safe casting (requires T to be the same size as u32)
    let on_value_bytes: [u8; 4] = bytemuck::cast(on_value);
    let off_value_bytes: [u8; 4] = bytemuck::cast(off_value);
    let on_value_u32 = u32::from_ne_bytes(on_value_bytes);
    let off_value_u32 = u32::from_ne_bytes(off_value_bytes);

    let one_hot_info = [
        output_len as u32, // total_size
        depth as u32,      // depth
        on_value_u32,      // on_value
        off_value_u32,     // off_value
    ];

    let one_hot_info_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
        label: Some("one_hot_info"),
        contents: bytemuck::cast_slice(&one_hot_info),
        usage: wgpu::BufferUsages::UNIFORM,
    });

    // Load shader and create pipeline
    let shader_source = include_str!("../shaders/manipulation_ops.wgsl");
    let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("one_hot_shader"),
        source: wgpu::ShaderSource::Wgsl(shader_source.into()),
    });

    let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
        label: Some("one_hot_bind_group_layout"),
        entries: &[
            wgpu::BindGroupLayoutEntry {
                binding: 0,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: true },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 1,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Storage { read_only: false },
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
            wgpu::BindGroupLayoutEntry {
                binding: 2,
                visibility: wgpu::ShaderStages::COMPUTE,
                ty: wgpu::BindingType::Buffer {
                    ty: wgpu::BufferBindingType::Uniform,
                    has_dynamic_offset: false,
                    min_binding_size: None,
                },
                count: None,
            },
        ],
    });

    let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
        label: Some("one_hot_pipeline_layout"),
        bind_group_layouts: &[Some(&bind_group_layout)],
        immediate_size: 0,
    });

    let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
        label: Some("one_hot_pipeline"),
        layout: Some(&pipeline_layout),
        module: &shader_module,
        entry_point: Some("one_hot_op"),
        cache: None,
        compilation_options: Default::default(),
    });

    // Create bind group
    let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("one_hot_bind_group"),
        layout: &bind_group_layout,
        entries: &[
            wgpu::BindGroupEntry {
                binding: 0,
                resource: indices.buffer().as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 1,
                resource: output_buffer.as_entire_binding(),
            },
            wgpu::BindGroupEntry {
                binding: 2,
                resource: one_hot_info_buffer.as_entire_binding(),
            },
        ],
    });

    // Execute compute shader
    let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
        label: Some("one_hot_encoder"),
    });

    {
        let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
            label: Some("one_hot_pass"),
            timestamp_writes: None,
        });

        compute_pass.set_pipeline(&pipeline);
        compute_pass.set_bind_group(0, &bind_group, &[]);

        let workgroup_size = 64;
        let num_workgroups = (output_len + workgroup_size - 1) / workgroup_size;
        compute_pass.dispatch_workgroups(num_workgroups as u32, 1, 1);
    }

    queue.submit(std::iter::once(encoder.finish()));

    // Extract device_id from indices buffer (default to 0 since indices buffer has same device context)
    let device_id = match indices.device_enum() {
        Device::Gpu(id) => id,
        _ => 0, // Default for CPU
    };
    // Create GpuBuffer from the result
    Ok(GpuBuffer::from_wgpu_buffer(
        output_buffer,
        context.device.clone(),
        context.queue.clone(),
        Device::Gpu(device_id),
        output_len,
    ))
}