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compute.rs
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//! A compute shader that simulates Conway's Game of Life. | |
//! | |
//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what | |
//! is rendered to the screen. | |
use bevy::{ | |
prelude::*, | |
render::{ | |
extract_resource::{ExtractResource, ExtractResourcePlugin}, | |
render_asset::RenderAssets, | |
render_graph::{self, RenderGraph}, | |
render_resource::*, | |
renderer::{RenderContext, RenderDevice}, | |
Render, RenderApp, RenderSet, | |
}, | |
window::WindowPlugin, | |
}; | |
use std::{borrow::Cow}; | |
const SIZE: (u32, u32) = (1280, 720); | |
const WORKGROUP_SIZE: u32 = 8; | |
fn main() { | |
App::new() | |
.insert_resource(ClearColor(Color::BLACK)) | |
.add_plugins(DefaultPlugins.set(WindowPlugin { | |
primary_window: Some(Window { | |
// uncomment for unthrottled FPS | |
// present_mode: bevy::window::PresentMode::AutoNoVsync, | |
..default() | |
}), | |
..default() | |
})) | |
.add_plugin(GameOfLifeComputePlugin) | |
.add_systems(Startup, setup) | |
.run(); | |
} | |
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) { | |
let mut image = Image::new_fill( | |
Extent3d { | |
width: SIZE.0, | |
height: SIZE.1, | |
depth_or_array_layers: 1, | |
}, | |
TextureDimension::D2, | |
&[0, 0, 0, 255], | |
TextureFormat::Rgba8Unorm, | |
); | |
image.texture_descriptor.usage = | |
TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING; | |
let image = images.add(image); | |
commands.spawn(SpriteBundle { | |
sprite: Sprite { | |
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)), | |
..default() | |
}, | |
texture: image.clone(), | |
..default() | |
}); | |
commands.spawn(Camera2dBundle::default()); | |
commands.insert_resource(GameOfLifeImage(image, 100.0)); | |
} | |
pub struct GameOfLifeComputePlugin; | |
impl Plugin for GameOfLifeComputePlugin { | |
fn build(&self, app: &mut App) { | |
// Extract the game of life image resource from the main world into the render world | |
// for operation on by the compute shader and display on the sprite. | |
app.add_plugin(ExtractResourcePlugin::<GameOfLifeImage>::default()); | |
let render_app = app.sub_app_mut(RenderApp); | |
render_app | |
.init_resource::<GameOfLifePipeline>() | |
.add_systems(Render, queue_bind_group.in_set(RenderSet::Queue)); | |
let mut render_graph = render_app.world.resource_mut::<RenderGraph>(); | |
render_graph.add_node("raymarcher", GameOfLifeNode::default()); | |
render_graph.add_node_edge( | |
"raymarcher", | |
bevy::render::main_graph::node::CAMERA_DRIVER, | |
); | |
} | |
} | |
#[derive(Resource, Clone, ExtractResource)] | |
struct GameOfLifeImage( | |
Handle<Image>, | |
f32 | |
); | |
#[derive(Resource)] | |
struct GameOfLifeImageBindGroup(BindGroup); | |
fn queue_bind_group( | |
mut commands: Commands, | |
pipeline: Res<GameOfLifePipeline>, | |
gpu_images: Res<RenderAssets<Image>>, | |
game_of_life_image: Res<GameOfLifeImage>, | |
render_device: Res<RenderDevice>, | |
) { | |
let view = &gpu_images[&game_of_life_image.0]; | |
let buffer = render_device.create_buffer( | |
&BufferDescriptor { | |
label: None, | |
size: std::mem::size_of::<f32>() as u64, | |
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST, | |
mapped_at_creation: false}); | |
let bind_group = render_device.create_bind_group(&BindGroupDescriptor { | |
label: None, | |
layout: &pipeline.texture_bind_group_layout, | |
entries: &[BindGroupEntry { | |
binding: 0, | |
resource: BindingResource::TextureView(&view.texture_view), | |
}, | |
BindGroupEntry { | |
binding: 1, | |
resource: BindingResource::Buffer(buffer.as_entire_buffer_binding()), | |
}], | |
}); | |
commands.insert_resource(GameOfLifeImageBindGroup(bind_group)); | |
} | |
#[derive(Resource)] | |
pub struct GameOfLifePipeline { | |
texture_bind_group_layout: BindGroupLayout, | |
init_pipeline: CachedComputePipelineId, | |
update_pipeline: CachedComputePipelineId, | |
} | |
impl FromWorld for GameOfLifePipeline { | |
fn from_world(world: &mut World) -> Self { | |
let texture_bind_group_layout = | |
world | |
.resource::<RenderDevice>() | |
.create_bind_group_layout(&BindGroupLayoutDescriptor { | |
label: None, | |
entries: &[BindGroupLayoutEntry { | |
binding: 0, | |
visibility: ShaderStages::COMPUTE, | |
ty: BindingType::StorageTexture { | |
access: StorageTextureAccess::ReadWrite, | |
format: TextureFormat::Rgba8Unorm, | |
view_dimension: TextureViewDimension::D2, | |
}, | |
count: None, | |
}, | |
BindGroupLayoutEntry { | |
binding: 1, | |
visibility: ShaderStages::COMPUTE, | |
ty: BindingType::Buffer { | |
ty: BufferBindingType::Uniform, | |
has_dynamic_offset: false, | |
min_binding_size: None }, | |
count: None, | |
}], | |
}); | |
let shader = world | |
.resource::<AssetServer>() | |
.load("shaders/raymarcher.wgsl"); | |
let pipeline_cache = world.resource::<PipelineCache>(); | |
let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor { | |
label: None, | |
layout: vec![texture_bind_group_layout.clone()], | |
push_constant_ranges: Vec::new(), | |
shader: shader.clone(), | |
shader_defs: vec![], | |
entry_point: Cow::from("init"), | |
}); | |
let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor { | |
label: None, | |
layout: vec![texture_bind_group_layout.clone()], | |
push_constant_ranges: Vec::new(), | |
shader, | |
shader_defs: vec![], | |
entry_point: Cow::from("update"), | |
}); | |
GameOfLifePipeline { | |
texture_bind_group_layout, | |
init_pipeline, | |
update_pipeline, | |
} | |
} | |
} | |
enum GameOfLifeState { | |
Loading, | |
Init, | |
Update, | |
} | |
struct GameOfLifeNode { | |
state: GameOfLifeState, | |
} | |
impl Default for GameOfLifeNode { | |
fn default() -> Self { | |
Self { | |
state: GameOfLifeState::Loading, | |
} | |
} | |
} | |
impl render_graph::Node for GameOfLifeNode { | |
fn update(&mut self, world: &mut World) { | |
let pipeline = world.resource::<GameOfLifePipeline>(); | |
let pipeline_cache = world.resource::<PipelineCache>(); | |
// if the corresponding pipeline has loaded, transition to the next stage | |
match self.state { | |
GameOfLifeState::Loading => { | |
if let CachedPipelineState::Ok(_) = | |
pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline) | |
{ | |
self.state = GameOfLifeState::Init; | |
} | |
} | |
GameOfLifeState::Init => { | |
if let CachedPipelineState::Ok(_) = | |
pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline) | |
{ | |
self.state = GameOfLifeState::Update; | |
} | |
} | |
GameOfLifeState::Update => {} | |
} | |
} | |
fn run( | |
&self, | |
_graph: &mut render_graph::RenderGraphContext, | |
render_context: &mut RenderContext, | |
world: &World, | |
) -> Result<(), render_graph::NodeRunError> { | |
let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0; | |
let pipeline_cache = world.resource::<PipelineCache>(); | |
let pipeline = world.resource::<GameOfLifePipeline>(); | |
let mut pass = render_context | |
.command_encoder() | |
.begin_compute_pass(&ComputePassDescriptor::default()); | |
pass.set_bind_group(0, texture_bind_group, &[]); | |
// select the pipeline based on the current state | |
match self.state { | |
GameOfLifeState::Loading => {} | |
GameOfLifeState::Init => { | |
let init_pipeline = pipeline_cache | |
.get_compute_pipeline(pipeline.init_pipeline) | |
.unwrap(); | |
pass.set_pipeline(init_pipeline); | |
pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1); | |
} | |
GameOfLifeState::Update => { | |
let update_pipeline = pipeline_cache | |
.get_compute_pipeline(pipeline.update_pipeline) | |
.unwrap(); | |
pass.set_pipeline(update_pipeline); | |
pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1); | |
} | |
} | |
Ok(()) | |
} | |
} |
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@group(0) @binding(0) | |
var texture: texture_storage_2d<rgba8unorm, read_write>; | |
@group(0) @binding(1) | |
var<uniform> time: f32; | |
type f2 = vec2<f32>; | |
type f3 = vec3<f32>; | |
type i2 = vec2<i32>; | |
@compute @workgroup_size(8, 8, 1) | |
fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) { | |
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y)); | |
let color = vec4(0.0); | |
textureStore(texture, location, color); | |
} | |
fn circle_sdf(p: vec2<f32>, r: f32) -> f32 | |
{ | |
return length(p)-r; | |
} | |
@compute @workgroup_size(8, 8, 1) | |
fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) { | |
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y)); | |
let res = f2(1280., 720.); | |
let aspect = res.x/res.y; | |
let coord = f2(invocation_id.xy) / res.xy * f2(aspect, 1.0); | |
let origin = f2(.5f * aspect, .5f); | |
let distance = circle_sdf(coord - origin, .3); | |
let direction = normalize(coord - origin); | |
//let color: f32 = select(1.0, 0.0, distance < 0.0); | |
let color = time; | |
storageBarrier(); | |
textureStore(texture, location, vec4<f32>(color*direction.x, color*direction.y, color, 1.0)); | |
} |
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