//! 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::{RenderAssetUsages, RenderAssets}, render_graph::{self, RenderGraph, RenderLabel}, render_resource::{binding_types::texture_storage_2d, *}, renderer::{RenderContext, RenderDevice}, Render, RenderApp, RenderSet, }, }; use std::borrow::Cow; const DISPLAY_FACTOR: u32 = 4; const SIZE: (u32, u32) = (1280 / DISPLAY_FACTOR, 720 / DISPLAY_FACTOR); const WORKGROUP_SIZE: u32 = 8; fn main() { App::new() .insert_resource(ClearColor(Color::BLACK)) .add_plugins(( DefaultPlugins .set(WindowPlugin { primary_window: Some(Window { resolution: ( (SIZE.0 * DISPLAY_FACTOR) as f32, (SIZE.1 * DISPLAY_FACTOR) as f32, ) .into(), // uncomment for unthrottled FPS // present_mode: bevy::window::PresentMode::AutoNoVsync, ..default() }), ..default() }) .set(ImagePlugin::default_nearest()), GameOfLifeComputePlugin, )) .add_systems(Startup, setup) .add_systems(Update, switch_textures) .run(); } fn setup(mut commands: Commands, mut images: ResMut>) { 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::R32Float, RenderAssetUsages::RENDER_WORLD, ); image.texture_descriptor.usage = TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING; let image0 = images.add(image.clone()); let image1 = images.add(image); commands.spawn(SpriteBundle { sprite: Sprite { custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)), ..default() }, texture: image0.clone(), transform: Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)), ..default() }); commands.spawn(Camera2dBundle::default()); commands.insert_resource(GameOfLifeImages { texture_a: image0, texture_b: image1, }); } // Switch texture to display every frame to show the one that was written to most recently. fn switch_textures(images: Res, mut displayed: Query<&mut Handle>) { let mut displayed = displayed.single_mut(); if *displayed == images.texture_a { *displayed = images.texture_b.clone_weak(); } else { *displayed = images.texture_a.clone_weak(); } } struct GameOfLifeComputePlugin; #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)] struct GameOfLifeLabel; 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_plugins(ExtractResourcePlugin::::default()); let render_app = app.sub_app_mut(RenderApp); render_app.add_systems( Render, prepare_bind_group.in_set(RenderSet::PrepareBindGroups), ); let mut render_graph = render_app.world_mut().resource_mut::(); render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default()); render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel); } fn finish(&self, app: &mut App) { let render_app = app.sub_app_mut(RenderApp); render_app.init_resource::(); } } #[derive(Resource, Clone, ExtractResource)] struct GameOfLifeImages { texture_a: Handle, texture_b: Handle, } #[derive(Resource)] struct GameOfLifeImageBindGroups([BindGroup; 2]); fn prepare_bind_group( mut commands: Commands, pipeline: Res, gpu_images: Res>, game_of_life_images: Res, render_device: Res, ) { let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap(); let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap(); let bind_group_0 = render_device.create_bind_group( None, &pipeline.texture_bind_group_layout, &BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)), ); let bind_group_1 = render_device.create_bind_group( None, &pipeline.texture_bind_group_layout, &BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)), ); commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1])); } #[derive(Resource)] 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 render_device = world.resource::(); let texture_bind_group_layout = render_device.create_bind_group_layout( "GameOfLifeImages", &BindGroupLayoutEntries::sequential( ShaderStages::COMPUTE, ( texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly), texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly), ), ), ); let shader = world.load_asset("shaders/game_of_life.wgsl"); let pipeline_cache = world.resource::(); 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(usize), } 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::(); let pipeline_cache = world.resource::(); // 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(1); } } GameOfLifeState::Update(0) => { self.state = GameOfLifeState::Update(1); } GameOfLifeState::Update(1) => { self.state = GameOfLifeState::Update(0); } GameOfLifeState::Update(_) => unreachable!(), } } fn run( &self, _graph: &mut render_graph::RenderGraphContext, render_context: &mut RenderContext, world: &World, ) -> Result<(), render_graph::NodeRunError> { let bind_groups = &world.resource::().0; let pipeline_cache = world.resource::(); let pipeline = world.resource::(); let mut pass = render_context .command_encoder() .begin_compute_pass(&ComputePassDescriptor::default()); // 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_bind_group(0, &bind_groups[0], &[]); pass.set_pipeline(init_pipeline); pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1); } GameOfLifeState::Update(index) => { let update_pipeline = pipeline_cache .get_compute_pipeline(pipeline.update_pipeline) .unwrap(); pass.set_bind_group(0, &bind_groups[index], &[]); pass.set_pipeline(update_pipeline); pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1); } } Ok(()) } }