Remove unused code in game of life shader (#5349)

# Objective

- Make `game_of_life.wgsl` easier to read and understand

## Solution

- Remove unused code in the shader
    - `location_f32` was unused in `init`
    - `color` was unused in `update`
This commit is contained in:
Niklas Eicker 2022-07-17 15:24:24 +00:00
parent 71368d4ebe
commit 2b93ab5812

View file

@ -11,6 +11,7 @@ fn hash(value: u32) -> u32 {
state = state * 2654435769u;
return state;
}
fn randomFloat(value: u32) -> f32 {
return f32(hash(value)) / 4294967295.0;
}
@ -18,7 +19,6 @@ fn randomFloat(value: u32) -> f32 {
@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 location_f32 = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y));
let randomNumber = randomFloat(invocation_id.y * num_workgroups.x + invocation_id.x);
let alive = randomNumber > 0.9;
@ -27,7 +27,6 @@ fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_wo
textureStore(texture, location, color);
}
fn is_alive(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 {
let value: vec4<f32> = textureLoad(texture, location + vec2<i32>(offset_x, offset_y));
return i32(value.x);
@ -49,7 +48,6 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let n_alive = count_alive(location);
let color = vec4<f32>(f32(n_alive) / 8.0);
var alive: bool;
if (n_alive == 3) {
@ -60,8 +58,9 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
} else {
alive = false;
}
let color = vec4<f32>(f32(alive));
storageBarrier();
textureStore(texture, location, vec4<f32>(f32(alive)));
textureStore(texture, location, color);
}