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@fluxgpu/solid

v5.1.0

Published

SolidJS primitives and components for FluxGPU - reactive GPU programming

Downloads

168

Readme

@fluxgpu/solid

SolidJS primitives and components for FluxGPU.

Installation

pnpm add @fluxgpu/solid @fluxgpu/engine @fluxgpu/dsl solid-js

Components

GPUCanvas

Self-contained GPU canvas component.

import { GPUCanvas } from '@fluxgpu/solid';
import type { GPUContext } from '@fluxgpu/engine';

function App() {
  function handleReady(gpu: GPUContext) {
    // Initialize pipelines
  }

  function handleRender(
    encoder: GPUCommandEncoder,
    target: GPUTextureView,
    deltaTime: number
  ) {
    // Render frame
  }

  return (
    <GPUCanvas
      width={800}
      height={600}
      onReady={handleReady}
      onRender={handleRender}
    >
      <div class="overlay">FPS: 60</div>
    </GPUCanvas>
  );
}

Primitives

createGPU

Initialize GPU context.

const [canvas, setCanvas] = createSignal<HTMLCanvasElement | null>(null);
const { gpu, error, isLoading } = createGPU(canvas);

createGPUFrame

Run render callback every frame.

const { start, stop, isRunning } = createGPUFrame(gpu, (encoder, target, dt) => {
  // Render logic - signals accessed here are reactive!
}, autoStart);

createAnimationFrame

Low-level animation frame primitive.

const { start, stop, isRunning } = createAnimationFrame((deltaTime, time) => {
  // Called every frame
});

createComputePass / createRenderPass

Create GPU pipelines as reactive accessors.

const computePass = createComputePass(gpu, shaderCode, [256]);
const renderPass = createRenderPass(gpu, vertexShader, fragmentShader);

// Access with ()
computePass()?.dispatch(encoder, count);

createUniformBuffer

Create typed uniform buffer.

const uniformBuffer = createUniformBuffer(gpu, UniformsStruct);
uniformBuffer()?.update({ time: 0 });

createMouse

Track normalized mouse position.

const { x, y } = createMouse(canvas);
// x() and y() are signals

Full Example

import { createSignal } from 'solid-js';
import { GPUCanvas } from '@fluxgpu/solid';
import { GPUContext } from '@fluxgpu/engine';

export default function ParticleDemo() {
  const [attraction, setAttraction] = createSignal(0.5);
  const [damping, setDamping] = createSignal(0.98);
  
  let resources: { computePass: any; renderPass: any } | null = null;

  function handleReady(gpu: GPUContext) {
    resources = {
      computePass: gpu.createComputePass(computeShader, [256]),
      renderPass: gpu.createRenderPass(vertexShader, fragmentShader),
    };
  }

  function handleRender(encoder, target, dt) {
    if (!resources) return;
    
    // Signals are reactive - changes trigger updates
    uniformBuffer.update({
      attraction: attraction(),
      damping: damping(),
    });
    
    resources.computePass.dispatch(encoder, PARTICLE_COUNT);
    resources.renderPass.draw(encoder, target, PARTICLE_COUNT * 6);
  }

  return (
    <>
      <GPUCanvas
        width={800}
        height={600}
        onReady={handleReady}
        onRender={handleRender}
      />
      <input
        type="range"
        value={attraction()}
        onInput={(e) => setAttraction(parseFloat(e.currentTarget.value))}
      />
    </>
  );
}

Reactivity Note

In SolidJS, signals accessed inside onRender are automatically reactive. When you call attraction() or damping() inside the render callback, changes to these signals will be reflected in the next frame without any additional setup.