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"""
Enhanced Shader System for Virtual GPU
Integrates with DuckDB for shader management and state tracking
"""
import duckdb
import json
import time
from typing import Dict, List, Optional, Union
from enum import Enum
import logging
import hashlib
from config import get_db_url, get_hf_token_cached
from huggingface_hub import HfApi, HfFileSystem
class ShaderType(Enum):
VERTEX = "vertex"
FRAGMENT = "fragment"
COMPUTE = "compute"
GEOMETRY = "geometry"
class ShaderProgram:
"""Represents a shader program that can contain multiple shader stages"""
def __init__(self):
self.shaders = []
self.uniforms = {}
self.attributes = {}
self.is_linked = False
self.link_error = None
def attach_shader(self, shader):
"""Attach a shader to this program"""
if shader not in self.shaders:
self.shaders.append(shader)
self.is_linked = False
def detach_shader(self, shader):
"""Detach a shader from this program"""
if shader in self.shaders:
self.shaders.remove(shader)
self.is_linked = False
def link(self):
"""Link the shader program"""
try:
# Verify we have necessary shader stages
shader_types = {shader.type for shader in self.shaders}
if ShaderType.VERTEX not in shader_types:
raise ValueError("Shader program must have a vertex shader")
if ShaderType.FRAGMENT not in shader_types:
raise ValueError("Shader program must have a fragment shader")
# TODO: Add actual linking logic here
self.is_linked = True
self.link_error = None
return True
except Exception as e:
self.is_linked = False
self.link_error = str(e)
return False
def use(self):
"""Activate this shader program"""
if not self.is_linked:
raise RuntimeError("Cannot use unlinked shader program")
# TODO: Add actual shader activation logic
def set_uniform(self, name: str, value: Union[float, int, list]):
"""Set a uniform value"""
self.uniforms[name] = value
def set_attribute(self, name: str, value: Union[float, int, list]):
"""Set an attribute value"""
self.attributes[name] = value
class ShaderError(Exception):
pass
class ShaderSystem:
DB_URL = "hf://datasets/Fred808/helium/storage.json"
def __init__(self, hal, db_url: Optional[str] = None):
"""Initialize shader system with remote database connection"""
self.hal = hal
self.db_url = db_url or self.DB_URL
self.max_retries = 3
self._connect_with_retries()
def _connect_with_retries(self):
"""Establish database connection with retry logic"""
for attempt in range(self.max_retries):
try:
self.conn = self._init_db_connection()
self._setup_database()
return
except Exception as e:
if attempt == self.max_retries - 1:
raise RuntimeError(f"Failed to initialize database after {self.max_retries} attempts: {str(e)}")
time.sleep(1)
def _init_db_connection(self) -> duckdb.DuckDBPyConnection:
"""Initialize database connection with HuggingFace configuration"""
# Convert HF URL to S3 path
_, _, owner, dataset, db_file = self.db_url.split('/', 4)
db_path = f"s3://datasets-cached/{owner}/{dataset}/{db_file}"
# Connect to remote database
conn = duckdb.connect(db_path)
conn.execute("INSTALL httpfs;")
conn.execute("LOAD httpfs;")
conn.execute("SET s3_endpoint='s3.us-east-1.amazonaws.com';")
conn.execute("SET s3_use_ssl=true;")
conn.execute("SET s3_url_style='path';")
conn.execute(f"SET s3_access_key_id='{self.HF_TOKEN}';")
conn.execute(f"SET s3_secret_access_key='{self.HF_TOKEN}';")
return conn
def _setup_database(self):
"""Initialize database tables for shader management"""
# Shader Programs
self.conn.execute("""
CREATE TABLE IF NOT EXISTS shader_programs (
program_id VARCHAR PRIMARY KEY,
name VARCHAR,
vertex_shader_id VARCHAR,
fragment_shader_id VARCHAR,
geometry_shader_id VARCHAR,
compute_shader_id VARCHAR,
uniforms JSON,
state_json JSON
)
""")
# Individual Shaders
self.conn.execute("""
CREATE TABLE IF NOT EXISTS shaders (
shader_id VARCHAR PRIMARY KEY,
type VARCHAR,
source TEXT,
compiled_code JSON,
metadata JSON
)
""")
# Uniform Values
self.conn.execute("""
CREATE TABLE IF NOT EXISTS uniform_values (
program_id VARCHAR,
uniform_name VARCHAR,
value_type VARCHAR,
value JSON,
PRIMARY KEY (program_id, uniform_name)
)
""")
# Execution State
self.conn.execute("""
CREATE TABLE IF NOT EXISTS execution_state (
program_id VARCHAR,
chip_id INTEGER,
sm_id INTEGER,
unit_id INTEGER,
execution_count INTEGER DEFAULT 0,
last_execution TIMESTAMP,
performance_stats JSON,
PRIMARY KEY (program_id, chip_id, sm_id, unit_id)
)
""")
self.conn.commit()
def create_shader(self, source: str, shader_type: Union[str, ShaderType]) -> str:
"""Create a new shader from source code"""
if isinstance(shader_type, str):
shader_type = ShaderType(shader_type)
# Generate unique shader ID
shader_id = f"shader_{hashlib.md5(source.encode()).hexdigest()[:16]}"
# Compile shader code
try:
compiled_code = self._compile_shader(source, shader_type)
# Store in database
self.conn.execute("""
INSERT INTO shaders (shader_id, type, source, compiled_code, metadata)
VALUES (?, ?, ?, ?, ?)
""", [
shader_id,
shader_type.value,
source,
json.dumps(compiled_code),
json.dumps({
"created_at": "NOW",
"version": "1.0",
"compiler_optimizations": True
})
])
self.conn.commit()
return shader_id
except Exception as e:
raise ShaderError(f"Failed to compile shader: {str(e)}")
def create_program(self, name: str) -> str:
"""Create a new shader program"""
program_id = f"program_{hashlib.md5(name.encode()).hexdigest()[:16]}"
self.conn.execute("""
INSERT INTO shader_programs (
program_id, name, state_json
) VALUES (?, ?, ?)
""", [
program_id,
name,
json.dumps({"status": "created", "linked": False})
])
self.conn.commit()
return program_id
def attach_shader(self, program_id: str, shader_id: str):
"""Attach a shader to a program"""
# Get shader type
shader = self.conn.execute("""
SELECT type FROM shaders WHERE shader_id = ?
""", [shader_id]).fetchone()
if not shader:
raise ShaderError(f"Shader {shader_id} not found")
# Update program
shader_type = shader[0]
column = f"{shader_type}_shader_id"
self.conn.execute(f"""
UPDATE shader_programs
SET {column} = ?,
state_json = json_set(state_json::json, '$.linked', 'false')::json
WHERE program_id = ?
""", [shader_id, program_id])
self.conn.commit()
def set_uniform(self, program_id: str, name: str, value: Union[float, int, List[float], List[int]]):
"""Set a uniform value for a shader program"""
value_type = type(value).__name__
self.conn.execute("""
INSERT INTO uniform_values (program_id, uniform_name, value_type, value)
VALUES (?, ?, ?, ?)
ON CONFLICT (program_id, uniform_name) DO UPDATE SET
value_type = excluded.value_type,
value = excluded.value
""", [program_id, name, value_type, json.dumps(value)])
self.conn.commit()
def link_program(self, program_id: str) -> bool:
"""Link a shader program"""
program = self.conn.execute("""
SELECT vertex_shader_id, fragment_shader_id
FROM shader_programs WHERE program_id = ?
""", [program_id]).fetchone()
if not program:
raise ShaderError(f"Program {program_id} not found")
if not program[0] or not program[1]:
raise ShaderError("Program must have both vertex and fragment shaders")
try:
# Verify shader compatibility
self._verify_shader_interface(program[0], program[1])
# Update program state
self.conn.execute("""
UPDATE shader_programs
SET state_json = json_set(state_json::json,
'$.linked', 'true',
'$.link_time', extract(epoch from current_timestamp)
)::json
WHERE program_id = ?
""", [program_id])
self.conn.commit()
return True
except Exception as e:
self.conn.execute("""
UPDATE shader_programs
SET state_json = json_set(state_json::json,
'$.linked', 'false',
'$.link_error', ?
)::json
WHERE program_id = ?
""", [str(e), program_id])
self.conn.commit()
raise ShaderError(f"Link failed: {str(e)}")
def execute_program(self, program_id: str, input_data: Dict) -> Dict:
"""Execute a shader program"""
# Get program state
program = self.conn.execute("""
SELECT state_json, vertex_shader_id, fragment_shader_id
FROM shader_programs WHERE program_id = ?
""", [program_id]).fetchone()
if not program:
raise ShaderError(f"Program {program_id} not found")
state = json.loads(program[0])
if not state.get("linked"):
raise ShaderError("Program is not linked")
try:
# Get shader code
vertex_shader = self.conn.execute("""
SELECT compiled_code FROM shaders WHERE shader_id = ?
""", [program[1]]).fetchone()
fragment_shader = self.conn.execute("""
SELECT compiled_code FROM shaders WHERE shader_id = ?
""", [program[2]]).fetchone()
# Get uniforms
uniforms = self.conn.execute("""
SELECT uniform_name, value_type, value
FROM uniform_values WHERE program_id = ?
""", [program_id]).fetchall()
uniform_data = {
u[0]: json.loads(u[2])
for u in uniforms
}
# Execute vertex shader
vertex_output = self._execute_vertex_shader(
json.loads(vertex_shader[0]),
input_data,
uniform_data
)
# Execute fragment shader
final_output = self._execute_fragment_shader(
json.loads(fragment_shader[0]),
vertex_output,
uniform_data
)
# Update execution stats
self.conn.execute("""
INSERT INTO execution_state (
program_id, chip_id, sm_id, unit_id,
execution_count, last_execution, performance_stats
) VALUES (?, ?, ?, ?, 1, NOW(), ?)
ON CONFLICT (program_id, chip_id, sm_id, unit_id) DO UPDATE SET
execution_count = execution_state.execution_count + 1,
last_execution = NOW(),
performance_stats = json_set(
execution_state.performance_stats::json,
'$.last_execution_time',
extract(epoch from current_timestamp)
)::json
""", [program_id, 0, 0, 0, json.dumps({"status": "success"})])
self.conn.commit()
return final_output
except Exception as e:
# Log error in execution state
self.conn.execute("""
INSERT INTO execution_state (
program_id, chip_id, sm_id, unit_id,
execution_count, last_execution, performance_stats
) VALUES (?, ?, ?, ?, 1, NOW(), ?)
ON CONFLICT (program_id, chip_id, sm_id, unit_id) DO UPDATE SET
execution_count = execution_state.execution_count + 1,
last_execution = NOW(),
performance_stats = ?
""", [
program_id, 0, 0, 0,
json.dumps({"status": "error", "error": str(e)}),
json.dumps({"status": "error", "error": str(e)})
])
self.conn.commit()
raise ShaderError(f"Execution failed: {str(e)}")
def _compile_shader(self, source: str, shader_type: ShaderType) -> Dict:
"""Compile shader source to intermediate representation"""
# Implementation would depend on the specific shader language
# This is a simplified example
return {
"type": shader_type.value,
"instructions": self._parse_shader(source),
"variables": self._extract_variables(source)
}
def _verify_shader_interface(self, vertex_id: str, fragment_id: str):
"""Verify that vertex and fragment shaders have compatible interfaces"""
vertex = self.conn.execute("""
SELECT compiled_code FROM shaders WHERE shader_id = ?
""", [vertex_id]).fetchone()
fragment = self.conn.execute("""
SELECT compiled_code FROM shaders WHERE shader_id = ?
""", [fragment_id]).fetchone()
if not vertex or not fragment:
raise ShaderError("Shader not found")
vertex_code = json.loads(vertex[0])
fragment_code = json.loads(fragment[0])
# Verify interface compatibility
vertex_outputs = set(v["name"] for v in vertex_code["variables"] if v.get("output"))
fragment_inputs = set(v["name"] for v in fragment_code["variables"] if v.get("input"))
missing_inputs = fragment_inputs - vertex_outputs
if missing_inputs:
raise ShaderError(f"Fragment shader requires inputs not provided by vertex shader: {missing_inputs}")
def _execute_vertex_shader(self, shader_code: Dict, input_data: Dict, uniforms: Dict) -> Dict:
"""Execute compiled vertex shader code"""
# Implementation would execute the shader instructions
# This is a simplified example
return {
"position": [0, 0, 0, 1],
"varying": {}
}
def _execute_fragment_shader(self, shader_code: Dict, vertex_data: Dict, uniforms: Dict) -> Dict:
"""Execute compiled fragment shader code"""
# Implementation would execute the shader instructions
# This is a simplified example
return {
"color": [1, 1, 1, 1]
}
def _parse_shader(self, source: str) -> List:
"""Parse shader source into instructions"""
# Implementation would parse the shader language
# This is a simplified example
return []
def _extract_variables(self, source: str) -> List:
"""Extract variable declarations from shader source"""
# Implementation would parse variable declarations
# This is a simplified example
return []
def get_program_stats(self, program_id: str) -> Dict:
"""Get execution statistics for a shader program"""
result = self.conn.execute("""
SELECT
sp.name,
sp.state_json,
COUNT(DISTINCT es.chip_id || ':' || es.sm_id || ':' || es.unit_id) as execution_units,
SUM(es.execution_count) as total_executions,
MAX(es.last_execution) as last_execution
FROM shader_programs sp
LEFT JOIN execution_state es ON sp.program_id = es.program_id
WHERE sp.program_id = ?
GROUP BY sp.program_id, sp.name, sp.state_json
""", [program_id]).fetchone()
if not result:
raise ShaderError(f"Program {program_id} not found")
return {
"name": result[0],
"state": json.loads(result[1]),
"execution_units": result[2],
"total_executions": result[3],
"last_execution": result[4]
}
def run_compute(self, *args, **kwargs):
if 'compute' in self.shaders:
return self.shaders['compute'].run(*args, **kwargs)
return None
class ShaderManager:
def __init__(self):
self.programs = {}
self.next_id = 1
def create_program(self):
pid = self.next_id
self.next_id += 1
self.programs[pid] = ShaderProgram()
return pid
def get_program(self, pid):
return self.programs[pid]
def attach_shader(self, pid, shader):
self.programs[pid].attach_shader(shader)
def link_program(self, pid):
return self.programs[pid].link()
def run_stage(self, pid, stage, *args, **kwargs):
prog = self.programs[pid]
if stage == 'vertex':
return prog.run_vertex(*args, **kwargs)
elif stage == 'fragment':
return prog.run_fragment(*args, **kwargs)
elif stage == 'geometry':
return prog.run_geometry(*args, **kwargs)
elif stage == 'compute':
return prog.run_compute(*args, **kwargs)
else:
raise ValueError(f"Unknown shader stage: {stage}")
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