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WgpuContext

Struct WgpuContext 

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pub struct WgpuContext {
    pub device: Device,
    pub queue: Queue,
    pub adapter_info: AdapterInfo,
    /* private fields */
}
Expand description

Owns the wgpu device/queue and a cache of compiled compute pipelines.

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§device: Device§queue: Queue§adapter_info: AdapterInfo

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impl WgpuContext

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pub fn new() -> Result<Arc<Self>>

Available on non-WebAssembly only.

Sync device creation — native only. On wasm use Self::new_async.

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pub async fn new_async() -> Result<Arc<Self>>

Async device creation (works on native and wasm32; roadmap v4, pitfall 14: the async form is primary, the sync API is the facade).

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pub fn scope(self: &Arc<Self>) -> DispatchScope

Open a recording scope: every WgpuContext::dispatch made while the returned guard is alive is recorded into one command encoder and submitted once, when the outermost guard drops.

This is the difference between ~100 submits per decoded token and one. Scopes nest — only the outermost submits — so a caller can wrap a whole decode step without knowing whether its callees also wrap their bodies.

Reads are safe across a scope: any readback flushes first (see WgpuContext::flush), and compute passes within one encoder execute in the order they were recorded.

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pub fn flush(&self)

Submit whatever a scope has recorded so far, without closing it.

Every readback path calls this first. Making it the readback’s job rather than the caller’s is deliberate: “remember to flush before you read” is exactly the kind of rule that silently rots into a stale-bytes bug, and the cost is one uncontended mutex on a path that is about to wait on a fence anyway.

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pub fn create_pooled(self: &Arc<Self>, size_bytes: usize) -> PooledBuffer

A storage buffer, from the free list when one of this exact size is waiting. See PooledBuffer.

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pub fn stats(&self) -> Stats

Snapshot of this device’s cumulative counters. Subtract two snapshots with Stats::since to measure one region.

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pub fn create_storage(&self, size_bytes: usize) -> Buffer

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pub fn create_zeroed(self: &Arc<Self>, size_bytes: usize) -> PooledBuffer

A storage buffer that never came from the pool, and never returns to it — so it is guaranteed zero-filled, which WebGPU promises for a newly created buffer and a recycled one obviously cannot.

For the kernels that write only part of their output and rely on the rest being zero. There is exactly one today (unsplit_heads, which fills one third of a [t, 3c] gradient), and it is worth a dedicated allocator rather than zeroing every recycled buffer: zeroing through queue.write_buffer would reintroduce the ordering hazard described on PooledBuffer, and clearing through the encoder would force a pass boundary on a path that has no other reason for one.

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pub fn upload(self: &Arc<Self>, bytes: &[u8]) -> PooledBuffer

A fresh storage buffer holding bytes.

Deliberately outside the pool in both directions — it neither takes a recycled buffer nor returns this one. See PooledBuffer: a queue.write_buffer into a recycled buffer can land ahead of recorded dispatches that still expect its old contents.

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pub fn readback( &self, buf: &Buffer, offset_bytes: usize, size_bytes: usize, ) -> Result<Vec<u8>>

Available on non-WebAssembly only.

Read size_bytes starting at offset_bytes back to the host. Sync facade — native only (device.poll(Wait) cannot exist on wasm).

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pub async fn readback_async( &self, buf: &Buffer, offset_bytes: usize, size_bytes: usize, ) -> Result<Vec<u8>>

Async readback — the primary form; on wasm the browser event loop drives the mapping.

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pub async fn readback_many_async( &self, regions: &[(&Buffer, usize, usize)], ) -> Result<Vec<Vec<u8>>>

Read several regions back in one submit and one fence wait.

WgpuContext::readback_async costs a submit and a wait each, which dominates when a single logical step wants several small tensors: the attention probe reads n_layer + 1 per generated token, and one at a time that cost more than the decode itself. Staged into one encoder they cost one round trip regardless of how many there are.

Regions are returned in the order given.

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pub fn dispatch( &self, name: &'static str, params: &[u32], buffers: &[(&Buffer, usize, usize)], workgroups: (u32, u32, u32), )

Dispatch name with binding 0 = params (uniform, raw words) and bindings 1.. = buffers (storage). Each buffer entry is (buffer, offset_bytes, size_bytes).

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impl Debug for WgpuContext

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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