# PulseGPU [![Linux build](https://github.com/ft-grmhd/Pulse/actions/workflows/linux-build.yml/badge.svg)](https://github.com/ft-grmhd/Pulse/actions/workflows/linux-build.yml) [![MacOS build](https://github.com/ft-grmhd/Pulse/actions/workflows/macos-build.yml/badge.svg)](https://github.com/ft-grmhd/Pulse/actions/workflows/macos-build.yml) [![Msys2 build](https://github.com/ft-grmhd/Pulse/actions/workflows/msys2-build.yml/badge.svg)](https://github.com/ft-grmhd/Pulse/actions/workflows/msys2-build.yml) [![Windows build](https://github.com/ft-grmhd/Pulse/actions/workflows/windows-build.yml/badge.svg)](https://github.com/ft-grmhd/Pulse/actions/workflows/windows-build.yml) Pulse is a low level GPGPU library designed for highly intensive general GPU computations with high control over the hardware. It is built on top of Vulkan. A Metal and WebGPU backends are in development. | | Linux | Windows | Msys2 (MinGW64) | macOS ---------- | ----- | ------- | --------------- | ----- Vulkan | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/vulkan-test-linux.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/vulkan-test-windows.yml/badge.svg) | ❌ | ❌ OpenGL | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/opengl-test-linux.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/opengl-test-windows.yml/badge.svg) | ❌ | ❌ OpenGL ES | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/opengl-es-test-linux.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/opengl-es-test-windows.yml/badge.svg) | ❌ | ❌ D3D11 | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/d3d11-test-linux.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/d3d11-test-windows.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/d3d11-test-msys2.yml/badge.svg) | ❌ Software | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/software-test-linux.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/software-test-windows.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/software-test-msys2.yml/badge.svg) | ![test](https://github.com/ft-grmhd/Pulse/actions/workflows/software-test-macos.yml/badge.svg) ```cpp #include int main(void) { PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_VULKAN, PULSE_SHADER_FORMAT_SPIRV_BIT, PULSE_NO_DEBUG); PulseDevice device = PulseCreateDevice(backend, NULL, 0); const uint8_t shader_bytecode[] = { #include "shader.spv.h" }; PulseComputePipelineCreateInfo info = { 0 }; info.code_size = sizeof(shader_bytecode); info.code = shader_bytecode; info.entrypoint = "main"; info.format = PULSE_SHADER_FORMAT_SPIRV_BIT; info.num_readwrite_storage_buffers = 1; PulseComputePipeline pipeline = PulseCreateComputePipeline(device, &info); PulseBufferCreateInfo buffer_create_info = { 0 }; buffer_create_info.size = 1024; buffer_create_info.usage = PULSE_BUFFER_USAGE_STORAGE_WRITE; PulseBuffer buffer = PulseCreateBuffer(device, &buffer_create_info); PulseFence fence = PulseCreateFence(device); PulseCommandList cmd = PulseRequestCommandList(device, PULSE_COMMAND_LIST_GENERAL); PulseComputePass pass = PulseBeginComputePass(cmd); PulseBindStorageBuffers(pass, &buffer, 1); PulseBindComputePipeline(pass, pipeline); PulseDispatchComputations(pass, 32, 32, 1); PulseEndComputePass(pass); PulseSubmitCommandList(device, cmd, fence); PulseWaitForFences(device, &fence, 1, true); PulseReleaseCommandList(device, cmd); PulseDestroyFence(device, fence); PulseDestroyComputePipeline(device, pipeline); PulseDestroyBuffer(device, buffer); PulseDestroyDevice(device); PulseUnloadBackend(backend); return 0; } ```