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Pulse/README.md
2025-04-13 18:58:41 +02:00

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PulseGPU

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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.

Platform Backend Status
Windows Windows build status
MSYS2 (MinGW64) Windows build status
Linux Linux build status
macOS macOS build status
Emscripten Emscripten build status
#include <Pulse.h>

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;
}