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.
#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;
}