instancing
GPU-driven instancing: a compute pass updates per-instance transforms in a storage buffer,
and one instanced draw renders them all. The per-instance layout lives in
examples/instance2d.rs and mirrors QuadInstance in the Slang shaders.
cargo run --features examples --example instancing
What it demonstrates
- Compute-updated instance data consumed by a raster pass
- Matching host and shader struct layouts
- One draw call for many objects
Source
examples/instancing.rs:
//! Instancing example - render many objects efficiently.
//!
//! Demonstrates retained scheme with compute dispatch → offscreen render → copy-to-present.
//!
//! Run with: cargo run --example instancing
use anyhow::Result;
use goldy::{
Buffer, BufferFlags, BufferKind, Color, ComputePipeline, DepositTarget, DepositTransaction, Instance, Lease,
LeaseRenderTarget, MemoryExchange, NodeAccess, PrimitiveTopology, RenderPipeline, RenderPipelineDesc,
RequestAdapterOptions, RuntimeDescriptor, Scheme, ShaderModule, SurfaceConfig, SurfaceExchange, TargetLoad,
Texture, TextureFormat, Transaction, VertexBufferLayout,
};
use std::ops::Shr;
mod instance2d;
use instance2d::Instance2D;
use std::sync::Arc;
use std::time::Instant;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
keyboard::{Key, NamedKey},
window::{Window, WindowId},
};
mod common;
use common::CaptureDump;
const GRID_SIZE: u32 = 20;
const QUAD_SIZE: f32 = 0.03;
const NUM_QUADS: u32 = GRID_SIZE * GRID_SIZE;
#[goldy::gpu]
struct AnimParams {
time: f32,
delta_time: f32,
total_instances: u32,
}
fn main() -> Result<()> {
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env()
.unwrap_or_else(|_| tracing_subscriber::EnvFilter::new("warn")),
)
.init();
if common::capture_requested() {
let mut state = RenderState::new(None)?;
while !state.capture_done() {
state.render()?;
}
return Ok(());
}
println!("Goldy Instancing Example - {} quads (Scheme + Present)", NUM_QUADS);
println!("Press Escape to exit");
let event_loop = EventLoop::new()?;
event_loop.set_control_flow(ControlFlow::Poll);
let mut app = App::default();
event_loop.run_app(&mut app)?;
Ok(())
}
#[derive(Default)]
struct App {
state: Option<RenderState>,
}
struct RenderState {
window: Option<Arc<Window>>,
device: Arc<goldy::Runtime>,
ctx: goldy::Context,
surface: Option<SurfaceExchange>,
capture: Option<CaptureDump>,
readback: Option<Texture>,
present: Option<Transaction>,
scheme: Scheme,
scene_rt: Lease<LeaseRenderTarget>,
compute_pipeline: ComputePipeline,
render_shader: ShaderModule,
render_pipeline: RenderPipeline,
instance_buffer: Buffer,
params_buffer: Buffer,
upload_scheme: Scheme,
params_deposit: DepositTransaction,
start_time: Instant,
last_time: f32,
frame_count: u32,
}
impl RenderState {
fn create_render_pipeline(
device: &goldy::Runtime,
render_shader: &ShaderModule,
format: TextureFormat,
) -> Result<RenderPipeline> {
common::render_pipeline(
device,
render_shader,
format,
RenderPipelineDesc {
vertex_layout: VertexBufferLayout::empty(),
topology: PrimitiveTopology::TriangleList,
..Default::default()
},
)
}
fn bind_frame(
scheme: &mut Scheme,
scene_rt: &Lease<LeaseRenderTarget>,
surface: Option<&SurfaceExchange>,
readback: Option<&Texture>,
) -> anyhow::Result<Option<Transaction>> {
if let Some(surface) = surface {
let present = surface.bind_render_target(scheme, scene_rt)?;
Ok(Some(present))
} else {
let readback = readback.expect("capture readback");
scheme.copy_to_texture(scene_rt, readback)?;
Ok(None)
}
}
fn record_scheme(
scheme: &mut Scheme,
compute_pipeline: &ComputePipeline,
render_pipeline: &RenderPipeline,
instance_buffer: &Buffer,
params_buffer: &Buffer,
scene_rt: &Lease<LeaseRenderTarget>,
) {
scheme
.node("update_instances", compute_pipeline)
.with_parcel(instance_buffer, NodeAccess::ReadWrite)
.with_parcel(params_buffer, NodeAccess::Read)
.dispatch(NUM_QUADS.div_ceil(64), 1, 1);
let bg_color = Color {
r: 0.02,
g: 0.02,
b: 0.04,
a: 1.0,
};
let mut pass = scheme.render_pass("instancing", scene_rt, TargetLoad::Clear(bg_color));
pass.with_parcel(instance_buffer, NodeAccess::Read);
pass.set_pipeline(render_pipeline);
pass.draw(0..6, 0..NUM_QUADS);
pass.finish();
}
fn target(&self) -> (TextureFormat, u32, u32) {
if let Some(surface) = &self.surface {
let (width, height) = surface.size();
(surface.format(), width, height)
} else {
let capture = self.capture.as_ref().expect("capture dump");
let (width, height) = capture.size();
(CaptureDump::format(), width, height)
}
}
fn capture_done(&self) -> bool {
self.capture.as_ref().is_none_or(CaptureDump::finished)
}
fn rerecord_scheme(&mut self) {
let mut scheme = Scheme::new(&self.ctx);
let (format, width, height) = self.target();
if let Ok(rt) = self.ctx.lease_render_target(width.max(1), height.max(1), format, None) {
self.scene_rt = rt;
Self::record_scheme(
&mut scheme,
&self.compute_pipeline,
&self.render_pipeline,
&self.instance_buffer,
&self.params_buffer,
&self.scene_rt,
);
if let Ok(present) = Self::bind_frame(
&mut scheme,
&self.scene_rt,
self.surface.as_ref(),
self.readback.as_ref(),
) {
self.present = present;
self.scheme = scheme;
}
}
}
fn new(window: Option<Arc<Window>>) -> Result<Self> {
let instance = Instance::new()?;
let device = Arc::new(
instance
.request_adapter(&RequestAdapterOptions::default())?
.request_runtime(&RuntimeDescriptor::default())?,
);
let ctx = device.create_context()?;
let (surface, capture, readback, format, width, height) = if let Some(window) = window.as_deref() {
let surface = SurfaceExchange::new(&ctx, window, SurfaceConfig::default())?;
let format = surface.format();
let (width, height) = surface.size();
(Some(surface), None, None, format, width, height)
} else {
let capture = CaptureDump::from_env()?;
let (width, height) = capture.size();
let readback = common::capture_readback(&device, width, height)?;
(
None,
Some(capture),
Some(readback),
CaptureDump::format(),
width,
height,
)
};
let compute_shader = ShaderModule::from_slang_with_gpu_types(
&device,
include_str!("../shaders/instancing_update.slang"),
&[Instance2D::GPU_TYPE, AnimParams::GPU_TYPE],
)?;
let render_shader = ShaderModule::from_slang_with_gpu_types(
&device,
include_str!("../shaders/instancing_render.slang"),
&[Instance2D::GPU_TYPE],
)?;
let mut instances = Vec::with_capacity(NUM_QUADS as usize);
for i in 0..GRID_SIZE {
for j in 0..GRID_SIZE {
let nx = (i as f32 / (GRID_SIZE - 1) as f32) * 2.0 - 1.0;
let ny = (j as f32 / (GRID_SIZE - 1) as f32) * 2.0 - 1.0;
instances.push(Instance2D::new(
nx * 0.85,
ny * 0.85,
0.0,
QUAD_SIZE,
[1.0, 1.0, 1.0, 1.0],
));
}
}
let instance_buffer = device.acquire_buffer_with_data(&instances, BufferKind::Scattered)?;
let params_buffer =
device.acquire_buffer_sized::<AnimParams>(1, BufferKind::Broadcast, BufferFlags::empty())?;
let compute_pipeline = ComputePipeline::new(&device, &compute_shader)?;
let render_pipeline = Self::create_render_pipeline(&device, &render_shader, format)?;
let mut scheme = Scheme::new(&ctx);
let scene_rt = ctx.lease_render_target(width.max(1), height.max(1), format, None)?;
Self::record_scheme(
&mut scheme,
&compute_pipeline,
&render_pipeline,
&instance_buffer,
¶ms_buffer,
&scene_rt,
);
let present = Self::bind_frame(&mut scheme, &scene_rt, surface.as_ref(), readback.as_ref())?;
let mut upload_scheme = Scheme::new(&ctx);
let params_deposit = MemoryExchange::new(&ctx).bind_deposit(
&mut upload_scheme,
DepositTarget::buffer_elements::<AnimParams>(¶ms_buffer, 1),
)?;
println!(
"Created instancing example with {} quads (GPU compute + graphics)",
NUM_QUADS
);
Ok(Self {
window,
device,
ctx,
surface,
capture,
readback,
present,
scheme,
scene_rt,
compute_pipeline,
render_shader,
render_pipeline,
instance_buffer,
params_buffer,
upload_scheme,
params_deposit,
start_time: Instant::now(),
last_time: 0.0,
frame_count: 0,
})
}
fn render(&mut self) -> Result<()> {
self.frame_count += 1;
let time = if let Some(capture) = &self.capture {
capture.time()
} else {
self.start_time.elapsed().as_secs_f32()
};
let delta_time = time - self.last_time;
self.last_time = time;
let params = AnimParams {
time,
delta_time,
total_instances: NUM_QUADS,
};
(&self.params_deposit << ¶ms)?;
self.upload_scheme.submit()?;
let mut submission = self.scheme.submit()?;
if let Some(present) = &self.present {
(&mut submission >> present).take()?;
} else {
let pixels = (&mut submission >> self.readback.as_ref().unwrap())
.take::<u8>()?
.to_vec();
self.capture.as_mut().unwrap().write_rgba(&pixels)?;
}
if let Some(window) = &self.window {
window.request_redraw();
}
Ok(())
}
}
impl Drop for RenderState {
fn drop(&mut self) {
let elapsed = self.start_time.elapsed().as_secs_f64();
let fps = if elapsed > 0.0 {
self.frame_count as f64 / elapsed
} else {
0.0
};
println!(
"GOLDY_PERF: frames={} elapsed={elapsed:.2}s avg_fps={fps:.1}",
self.frame_count
);
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.state.is_none() {
let window = Arc::new(
event_loop
.create_window(common::hidden_window(
format!("Goldy - Instancing ({} quads, Scheme + Present)", NUM_QUADS),
800,
800,
))
.expect("Failed to create window"),
);
match RenderState::new(Some(window.clone())) {
Ok(mut state) => {
if let Err(e) = state.render() {
tracing::error!("First frame error: {e}");
}
common::reveal_window(&window);
self.state = Some(state);
window.request_redraw();
}
Err(e) => {
tracing::error!("Failed to create render state: {}", e);
event_loop.exit();
}
}
}
}
fn about_to_wait(&mut self, event_loop: &ActiveEventLoop) {
if let Some(state) = &self.state {
common::exit_if_timed_out(event_loop, state.start_time);
}
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } if event.state.is_pressed() => {
if matches!(event.logical_key, Key::Named(NamedKey::Escape)) {
event_loop.exit();
}
}
WindowEvent::Resized(size) => {
if let Some(state) = &mut self.state {
if size.width > 0 && size.height > 0 {
let Some(surface) = state.surface.as_ref() else {
return;
};
let (prev_w, prev_h) = surface.size();
if size.width == prev_w && size.height == prev_h {
return;
}
let _ = surface.resize(size.width, size.height);
let format = surface.format();
if let Ok(pipeline) =
RenderState::create_render_pipeline(&state.device, &state.render_shader, format)
{
state.render_pipeline = pipeline;
}
state.rerecord_scheme();
}
}
}
WindowEvent::RedrawRequested => {
if let Some(state) = &mut self.state {
if let Err(e) = state.render() {
tracing::error!("Render error: {}", e);
}
}
}
_ => {}
}
}
}
The example pulls in examples/common.rs, examples/instance2d.rs — see Shared Helpers.
Shaders
shaders/instancing_update.slang:
// Instancing compute shader - updates rotation and color for each quad instance
import goldy_exp;
float3 hsv_to_rgb(float h, float s, float v) {
float4 K = float4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
float3 p = abs(frac(h.xxx + K.xyz) * 6.0 - K.www);
return v * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), s);
}
[goldy_compute]
[numthreads(64, 1, 1)]
void cs_main(Scattered<Instance2D> INSTANCES, AnimParams params, ThreadId id) {
uint idx = id.x;
if (idx >= params.total_instances) return;
Instance2D inst = INSTANCES[idx];
float phase = (float(idx) / float(params.total_instances)) * 6.28318;
inst.rotation = params.time * 2.0 + phase;
float hue = frac(float(idx) / float(params.total_instances) + params.time * 0.1);
inst.color = float4(hsv_to_rgb(hue, 0.8, 0.9), 1.0);
INSTANCES[idx] = inst;
}
shaders/instancing_render.slang:
// Instancing render shader - renders quads from instance buffer
import goldy_exp;
struct VSOutput {
float4 position : SV_Position;
float4 color : COLOR;
};
[goldy_vertex]
VSOutput vs_main(Scattered<Instance2D> INSTANCES, VertexId vertex_id, InstanceId instance_id) {
VSOutput output;
Instance2D inst = INSTANCES[instance_id.value];
float2 world_pos = quad_position_rotated(vertex_id.value, inst.position, inst.scale, inst.rotation);
output.position = float4(world_pos, 0.0, 1.0);
output.color = inst.color;
return output;
}
[goldy_fragment]
float4 fs_main(VSOutput input) : SV_Target {
return input.color;
}