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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`
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1 changed files with 3 additions and 4 deletions
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@ -11,6 +11,7 @@ fn hash(value: u32) -> u32 {
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state = state * 2654435769u;
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return state;
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}
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fn randomFloat(value: u32) -> f32 {
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return f32(hash(value)) / 4294967295.0;
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}
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@ -18,7 +19,6 @@ fn randomFloat(value: u32) -> f32 {
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@compute @workgroup_size(8, 8, 1)
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fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) {
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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let location_f32 = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y));
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let randomNumber = randomFloat(invocation_id.y * num_workgroups.x + invocation_id.x);
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let alive = randomNumber > 0.9;
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@ -27,7 +27,6 @@ fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_wo
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textureStore(texture, location, color);
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}
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fn is_alive(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 {
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let value: vec4<f32> = textureLoad(texture, location + vec2<i32>(offset_x, offset_y));
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return i32(value.x);
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@ -49,7 +48,6 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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let n_alive = count_alive(location);
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let color = vec4<f32>(f32(n_alive) / 8.0);
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var alive: bool;
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if (n_alive == 3) {
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@ -60,8 +58,9 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
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} else {
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alive = false;
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}
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let color = vec4<f32>(f32(alive));
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storageBarrier();
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textureStore(texture, location, vec4<f32>(f32(alive)));
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textureStore(texture, location, color);
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}
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