implementing neural; /** GPU structured buffer storage implementation. Implements IStorage using GPU structured buffers (RWStructuredBuffer). Supports offset-based addressing and atomic operations for gradient accumulation. @param T The element type (must be a floating-point type). @remarks Type constraints: - `T` must conform to `__BuiltinFloatingPointType` (float, double, half, etc.) - `T.Differential` must conform to `__BuiltinFloatingPointType` for automatic differentiation @category neural */ public struct StructuredBufferStorage : IStorage where T : __BuiltinFloatingPointType where T.Differential == T { /// Address type is a simple unsigned integer index. public typealias Address = uint; /// The underlying buffer type. public typealias BufferType = RWStructuredBuffer; /// Differential type for automatic differentiation. public typealias Differential = StructuredBufferStorage; /// The underlying GPU buffer. public BufferType m_buffer; /** Base address offset within the buffer. @remarks Allows multiple storage instances to share the same buffer at different offsets. Default is 0 (start of buffer). */ public Address m_baseAddress = 0U; /** Constructor. @param[in] buffer The underlying structured buffer. @param[in] baseAddress Optional base address offset (default: 0). */ public __init(BufferType buffer, Address baseAddress = 0U) { this.m_buffer = buffer; this.m_baseAddress = baseAddress; } /** Reads a value from the buffer. @param[in] address The address relative to base address. @return The value at the specified address. */ public T read(Address address) { return m_buffer[address + m_baseAddress]; } /** Atomically adds a value (for gradient accumulation). @param[in] address The address relative to base address. @param[in] value The value to add. */ [require(cuda_glsl_hlsl_metal_spirv, sm_6_6)] public void atomicAdd(Address address, T value) { __target_switch { case hlsl: atomicAddForHLSL(address, value); default: __atomic_add(m_buffer[address + m_baseAddress], value); } } /** Atomic add implementation for HLSL using InterlockedCompareExchangeFloatBitwise. Uses compare-and-swap loop to atomically add floating-point values. @param[in] address The address relative to base address. @param[in] value The value to add. @remarks This method uses a compare-and-swap loop which may have performance implications under high contention. Only required for HLSL targets. Requires Shader Model 6.6 or higher for `InterlockedCompareExchangeFloatBitwise` support. */ [require(hlsl, sm_6_6)] internal void atomicAddForHLSL(Address address, T value) { T compareValue; uint bufferIndex = address + m_baseAddress; // Compare-and-swap loop bool success = false; do { compareValue = m_buffer[bufferIndex]; T newValue = compareValue + value; success = __atomic_compare_exchange(m_buffer[bufferIndex], compareValue, newValue) == compareValue; } while (!success); } /** Writes a value to the buffer. @param[in] address The address relative to base address. @param[in] value The value to write. */ public void write(Address address, T value) { m_buffer[address + m_baseAddress] = value; } /** Gets a buffer reference from an address (for advanced use cases). @param[in] address The address to get buffer from. @return A buffer reference starting at the specified address. */ // [require(cpp_cuda_metal_spirv)] public BufferType getBufferFromAddress(Address address) { let ptr = &m_buffer[address + m_baseAddress]; return bit_cast(ptr); } /** Computes an offset address. @param[in] base The base address. @param[in] elements Number of elements to offset by. @return The offset address. */ public static Address getOffset(Address base, int elements) { return base + elements; } }