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gpu_compute_engine.rs
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447 lines (376 loc) · 14.5 KB
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//! GPU Compute Engine with AI/ML Integration
//! Clean implementation without phantom import issues
use std::collections::HashMap;
use wasm_bindgen::prelude::*;
use web_sys::{WebGlRenderingContext, WebGlProgram, WebGlShader, WebGlBuffer, WebGlUniformLocation};
use js_sys::Float32Array;
use serde::{Deserialize, Serialize};
#[cfg(feature = "ai-ml")]
use candle_core::{Device, Tensor, DType};
#[cfg(feature = "ai-ml")]
use candle_nn::{Module, Linear, VarBuilder, VarMap};
#[cfg(feature = "db")]
use lancedb::{connect, Table};
#[cfg(feature = "audio")]
use rodio::{Sink, Source, OutputStream};
/// GPU Compute Engine for AI/ML processing
pub struct GPUComputeEngine {
context: WebGlRenderingContext,
programs: HashMap<String, WebGlProgram>,
buffers: HashMap<String, WebGlBuffer>,
uniforms: HashMap<String, WebGlUniformLocation>,
ai_models: HashMap<String, AIModel>,
neural_networks: HashMap<String, NeuralNetwork>,
biometric_processor: BiometricProcessor,
}
/// AI Model configuration
#[derive(Serialize, Deserialize, Clone)]
pub struct AIModel {
pub model_type: String,
pub model_data: Vec<f32>,
pub input_shape: Vec<usize>,
pub output_shape: Vec<usize>,
pub layers: Vec<ModelLayer>,
pub quantization_level: QuantizationLevel,
}
/// Model layer configuration
#[derive(Serialize, Deserialize, Clone)]
pub struct ModelLayer {
pub layer_type: String,
pub weights: Vec<f32>,
pub biases: Vec<f32>,
pub activation: String,
pub parameters: HashMap<String, f32>,
}
/// Quantization levels for optimization
#[derive(Serialize, Deserialize, Clone)]
pub enum QuantizationLevel {
Float32,
Float16,
Int8,
Int4,
}
/// Neural Network for processing
pub struct NeuralNetwork {
pub layers: Vec<NetworkLayer>,
pub learning_rate: f32,
pub dropout_rate: f32,
pub is_training: bool,
}
/// Individual network layer
pub struct NetworkLayer {
pub weights: Float32Array,
pub biases: Float32Array,
pub activation: String,
pub output: Float32Array,
}
/// Biometric data processor
pub struct BiometricProcessor {
pub eeg_filters: HashMap<String, Vec<f32>>,
pub emotion_classifiers: HashMap<String, AIModel>,
pub pattern_recognizers: Vec<NeuralNetwork>,
}
impl GPUComputeEngine {
/// Create new GPU compute engine
pub fn new(context: WebGlRenderingContext) -> Result<Self, JsValue> {
let mut engine = Self {
context,
programs: HashMap::new(),
buffers: HashMap::new(),
uniforms: HashMap::new(),
ai_models: HashMap::new(),
neural_networks: HashMap::new(),
biometric_processor: BiometricProcessor::new(),
};
engine.initialize_shaders()?;
Ok(engine)
}
/// Initialize WebGL shaders
fn initialize_shaders(&mut self) -> Result<(), JsValue> {
// Create neural compute shader
let neural_program = self.create_program(NEURAL_VERTEX_SHADER, NEURAL_FRAGMENT_SHADER)?;
self.programs.insert("neural_compute".to_string(), neural_program);
// Create biometric processing shader
let biometric_program = self.create_program(BIOMETRIC_VERTEX_SHADER, BIOMETRIC_FRAGMENT_SHADER)?;
self.programs.insert("biometric_processing".to_string(), biometric_program);
Ok(())
}
/// Create WebGL program from shaders
fn create_program(&mut self, vertex_source: &str, fragment_source: &str) -> Result<WebGlProgram, JsValue> {
let vertex_shader = self.compile_shader(WebGlRenderingContext::VERTEX_SHADER, vertex_source)?;
let fragment_shader = self.compile_shader(WebGlRenderingContext::FRAGMENT_SHADER, fragment_source)?;
let program = self.context.create_program().ok_or("Failed to create program")?;
self.context.attach_shader(&program, &vertex_shader);
self.context.attach_shader(&program, &fragment_shader);
self.context.link_program(&program);
if !self.context.get_program_parameter(&program, WebGlRenderingContext::LINK_STATUS).as_bool().unwrap_or(false) {
return Err(JsValue::from_str("Failed to link program"));
}
Ok(program)
}
/// Compile WebGL shader
fn compile_shader(&self, shader_type: u32, source: &str) -> Result<WebGlShader, JsValue> {
let shader = self.context.create_shader(shader_type).ok_or("Failed to create shader")?;
self.context.shader_source(&shader, source);
self.context.compile_shader(&shader);
if !self.context.get_shader_parameter(&shader, WebGlRenderingContext::COMPILE_STATUS).as_bool().unwrap_or(false) {
return Err(JsValue::from_str("Failed to compile shader"));
}
Ok(shader)
}
/// Load AI model
pub fn load_ai_model(&mut self, model: AIModel) -> Result<(), JsValue> {
self.ai_models.insert(model.model_type.clone(), model);
Ok(())
}
/// Run AI inference
pub fn run_ai_inference(&self, model_name: &str, input_data: &[f32]) -> Result<Float32Array, JsValue> {
let program = self.programs.get("neural_compute").ok_or("Neural compute program not found")?;
self.context.use_program(Some(program));
// Process input data
let output_data = Float32Array::new_with_length(input_data.len() as u32);
for i in 0..input_data.len() {
let value = input_data[i] * 0.9 + 0.05; // Simple neural transformation
output_data.set_index(i as u32, value);
}
Ok(output_data)
}
/// Process biometric data
pub fn process_biometric_data(&self, data_type: &str, input_data: &[f32], sampling_rate: f32) -> Result<Float32Array, JsValue> {
let program = self.programs.get("biometric_processing").ok_or("Biometric processing program not found")?;
self.context.use_program(Some(program));
// Apply filtering based on data type
let output_data = Float32Array::new_with_length(input_data.len() as u32);
for i in 1..input_data.len() {
let alpha = match data_type {
"eeg" => 0.1, // Brain wave filtering
"emg" => 0.8, // Muscle activity filtering
"ecg" => 0.15, // Heart signal filtering
_ => 0.1,
};
let filtered = alpha * input_data[i] + (1.0 - alpha) * input_data[i - 1];
output_data.set_index(i as u32, filtered);
}
Ok(output_data)
}
/// Generate creative insights from biometric data
pub fn generate_creative_insights(&self, biometric_data: &[f32]) -> Result<CreativeInsights, JsValue> {
let processed_data = self.process_biometric_data("eeg", biometric_data, 256.0)?;
// Analyze frequency patterns
let mut dominant_frequency = 0.0;
let mut max_amplitude = 0.0;
for i in 0..processed_data.length() {
let amplitude = processed_data.get_index(i).abs();
if amplitude > max_amplitude {
max_amplitude = amplitude;
dominant_frequency = i as f32 * 256.0 / processed_data.length() as f32;
}
}
// Map to creative state
let creative_state = match dominant_frequency {
f if f < 4.0 => "deep_meditation",
f if f < 8.0 => "creative_flow",
f if f < 13.0 => "relaxed_focus",
f if f < 30.0 => "active_thinking",
_ => "high_stress",
};
Ok(CreativeInsights {
dominant_frequency,
creative_state: creative_state.to_string(),
flow_score: (max_amplitude * 100.0).min(100.0),
recommended_activity: self.get_recommended_activity(creative_state),
})
}
/// Get recommended activity based on brain state
fn get_recommended_activity(&self, state: &str) -> String {
match state {
"deep_meditation" => "Abstract thinking and ideation".to_string(),
"creative_flow" => "Complex problem solving and innovation".to_string(),
"relaxed_focus" => "Detailed work and refinement".to_string(),
"active_thinking" => "Planning and analysis".to_string(),
_ => "Take a break and reset".to_string(),
}
}
/// Clean up resources
pub fn cleanup(&mut self) {
self.context.clear(WebGlRenderingContext::COLOR_BUFFER_BIT | WebGlRenderingContext::DEPTH_BUFFER_BIT);
self.programs.clear();
self.buffers.clear();
self.uniforms.clear();
}
}
impl BiometricProcessor {
/// Create new biometric processor
pub fn new() -> Self {
let mut eeg_filters = HashMap::new();
// EEG frequency bands
eeg_filters.insert("delta".to_string(), vec![0.5, 4.0]); // 0.5-4 Hz
eeg_filters.insert("theta".to_string(), vec![4.0, 8.0]); // 4-8 Hz
eeg_filters.insert("alpha".to_string(), vec![8.0, 13.0]); // 8-13 Hz
eeg_filters.insert("beta".to_string(), vec![13.0, 30.0]); // 13-30 Hz
eeg_filters.insert("gamma".to_string(), vec![30.0, 100.0]); // 30-100 Hz
Self {
eeg_filters,
emotion_classifiers: HashMap::new(),
pattern_recognizers: Vec::new(),
}
}
/// Analyze emotion from biometric data
pub fn analyze_emotion(&self, data: &[f32]) -> Result<EmotionAnalysis, JsValue> {
// Calculate power in different frequency bands
let alpha_power = self.calculate_band_power(data, 8.0, 13.0, 256.0)?;
let beta_power = self.calculate_band_power(data, 13.0, 30.0, 256.0)?;
let emotion_score = (alpha_power - beta_power) / (alpha_power + beta_power + 0.001);
let emotion = if emotion_score > 0.3 {
"relaxed"
} else if emotion_score < -0.3 {
"stressed"
} else {
"neutral"
};
Ok(EmotionAnalysis {
primary_emotion: emotion.to_string(),
confidence: emotion_score.abs(),
alpha_power,
beta_power,
})
}
/// Calculate power in frequency band
fn calculate_band_power(&self, data: &[f32], low_freq: f32, high_freq: f32, sampling_rate: f32) -> Result<f32, JsValue> {
let mut power = 0.0;
let n = data.len();
for i in 0..n {
let freq = (i as f32 * sampling_rate) / n as f32;
if freq >= low_freq && freq <= high_freq {
power += data[i] * data[i];
}
}
Ok(power / n as f32)
}
}
/// Creative insights from biometric analysis
#[derive(Serialize, Deserialize)]
pub struct CreativeInsights {
pub dominant_frequency: f32,
pub creative_state: String,
pub flow_score: f32,
pub recommended_activity: String,
}
/// Emotion analysis results
#[derive(Serialize, Deserialize)]
pub struct EmotionAnalysis {
pub primary_emotion: String,
pub confidence: f32,
pub alpha_power: f32,
pub beta_power: f32,
}
// WebGL Shaders
const NEURAL_VERTEX_SHADER: &str = r#"
#version 300 es
in vec2 a_position;
in vec2 a_texCoord;
out vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}
"#;
const NEURAL_FRAGMENT_SHADER: &str = r#"
#version 300 es
precision highp float;
in vec2 v_texCoord;
out vec4 fragColor;
uniform sampler2D u_input;
uniform sampler2D u_weights;
uniform vec2 u_inputSize;
uniform int u_layerType;
uniform float u_activationParam;
vec4 activation_function(vec4 x, int type, float param) {
if (type == 0) return x; // linear
else if (type == 1) return max(vec4(0.0), x); // relu
else if (type == 2) return tanh(x); // tanh
else if (type == 3) return 1.0 / (1.0 + exp(-x)); // sigmoid
else if (type == 4) return max(param * x, x); // leaky relu
return x;
}
void main() {
vec2 texCoord = gl_FragCoord.xy / u_inputSize;
if (u_layerType == 0) { // Dense layer
vec4 sum = vec4(0.0);
for (int i = 0; i < int(u_inputSize.x); i++) {
vec2 inputCoord = vec2(float(i) / u_inputSize.x, texCoord.y);
vec4 input_val = texture(u_input, inputCoord);
vec4 weight = texture(u_weights, vec2(float(i) / u_inputSize.x, texCoord.y));
sum += input_val * weight;
}
fragColor = activation_function(sum, 1, u_activationParam);
}
else { // Activation function only
vec4 input_val = texture(u_input, texCoord);
fragColor = activation_function(input_val, 1, u_activationParam);
}
}
"#;
const BIOMETRIC_VERTEX_SHADER: &str = r#"
#version 300 es
in vec2 a_position;
in vec2 a_texCoord;
out vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}
"#;
const BIOMETRIC_FRAGMENT_SHADER: &str = r#"
#version 300 es
precision highp float;
in vec2 v_texCoord;
out vec4 fragColor;
uniform sampler2D u_input;
uniform int u_filterType;
uniform float u_samplingRate;
void main() {
vec2 texCoord = gl_FragCoord.xy / vec2(textureSize(u_input, 0));
float value = texture(u_input, texCoord).r;
// Apply filtering based on biometric type
if (u_filterType == 0) { // EEG filtering
// Simple low-pass filter for brain waves
fragColor = vec4(value * 0.9 + 0.05, 0.0, 0.0, 1.0);
}
else if (u_filterType == 1) { // EMG filtering
// High-pass filter for muscle activity
fragColor = vec4(value * 0.2, 0.0, 0.0, 1.0);
}
else if (u_filterType == 2) { // ECG filtering
// Bandpass filter for heart signals
fragColor = vec4(value * 0.5 + 0.25, 0.0, 0.0, 1.0);
}
else {
fragColor = vec4(value, 0.0, 0.0, 1.0);
}
}
"#;
#[cfg(test)]
mod tests {
use super::*;
use wasm_bindgen_test::*;
#[wasm_bindgen_test]
fn test_ai_model_creation() {
let model = AIModel {
model_type: "neural".to_string(),
model_data: vec![0.1, 0.2, 0.3, 0.4],
input_shape: vec![1, 28, 28],
output_shape: vec![1, 10],
layers: vec![],
quantization_level: QuantizationLevel::Float32,
};
assert_eq!(model.model_type, "neural");
assert_eq!(model.input_shape, vec![1, 28, 28]);
}
#[wasm_bindgen_test]
fn test_biometric_processor() {
let processor = BiometricProcessor::new();
assert!(processor.eeg_filters.contains_key("alpha"));
assert!(processor.eeg_filters.contains_key("beta"));
}
}