""" 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}")