mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
16feb9acb7
# Objective Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825 As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error: ``` thread 'main' panicked at 'wgpu error: Validation Error Caused by: In a RenderPass note: encoder = `<CommandBuffer-(0, 59, Vulkan)>` In a set_push_constant command provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT ``` ## Solution Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`. This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`. Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional. --- ## Changelog - Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor - Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional. ## Migration Guide - Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor` - Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector. Co-authored-by: Zhixing Zhang <me@neoto.xin>
247 lines
8.1 KiB
Rust
247 lines
8.1 KiB
Rust
//! A compute shader that simulates Conway's Game of Life.
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//!
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//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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//! is rendered to the screen.
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use bevy::{
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prelude::*,
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render::{
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extract_resource::{ExtractResource, ExtractResourcePlugin},
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render_asset::RenderAssets,
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render_graph::{self, RenderGraph},
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render_resource::*,
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renderer::{RenderContext, RenderDevice},
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RenderApp, RenderSet,
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},
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window::WindowPlugin,
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};
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use std::borrow::Cow;
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const SIZE: (u32, u32) = (1280, 720);
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const WORKGROUP_SIZE: u32 = 8;
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// uncomment for unthrottled FPS
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// present_mode: bevy::window::PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}))
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.add_plugin(GameOfLifeComputePlugin)
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.add_startup_system(setup)
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.run();
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}
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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let mut image = Image::new_fill(
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Extent3d {
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width: SIZE.0,
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height: SIZE.1,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&[0, 0, 0, 255],
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TextureFormat::Rgba8Unorm,
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);
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image.texture_descriptor.usage =
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TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
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let image = images.add(image);
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
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..default()
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},
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texture: image.clone(),
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..default()
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});
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commands.spawn(Camera2dBundle::default());
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commands.insert_resource(GameOfLifeImage(image));
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}
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pub struct GameOfLifeComputePlugin;
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impl Plugin for GameOfLifeComputePlugin {
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fn build(&self, app: &mut App) {
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// Extract the game of life image resource from the main world into the render world
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// for operation on by the compute shader and display on the sprite.
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app.add_plugin(ExtractResourcePlugin::<GameOfLifeImage>::default());
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.init_resource::<GameOfLifePipeline>()
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.add_system(queue_bind_group.in_set(RenderSet::Queue));
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let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
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render_graph.add_node("game_of_life", GameOfLifeNode::default());
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render_graph.add_node_edge(
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"game_of_life",
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bevy::render::main_graph::node::CAMERA_DRIVER,
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);
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}
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}
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#[derive(Resource, Clone, Deref, ExtractResource)]
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struct GameOfLifeImage(Handle<Image>);
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#[derive(Resource)]
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struct GameOfLifeImageBindGroup(BindGroup);
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fn queue_bind_group(
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mut commands: Commands,
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pipeline: Res<GameOfLifePipeline>,
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gpu_images: Res<RenderAssets<Image>>,
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game_of_life_image: Res<GameOfLifeImage>,
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render_device: Res<RenderDevice>,
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) {
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let view = &gpu_images[&game_of_life_image.0];
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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label: None,
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layout: &pipeline.texture_bind_group_layout,
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entries: &[BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureView(&view.texture_view),
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}],
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});
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commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
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}
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#[derive(Resource)]
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pub struct GameOfLifePipeline {
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texture_bind_group_layout: BindGroupLayout,
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init_pipeline: CachedComputePipelineId,
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update_pipeline: CachedComputePipelineId,
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}
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impl FromWorld for GameOfLifePipeline {
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fn from_world(world: &mut World) -> Self {
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let texture_bind_group_layout =
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world
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.resource::<RenderDevice>()
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.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: None,
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::COMPUTE,
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ty: BindingType::StorageTexture {
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access: StorageTextureAccess::ReadWrite,
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format: TextureFormat::Rgba8Unorm,
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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}],
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});
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let shader = world
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.resource::<AssetServer>()
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.load("shaders/game_of_life.wgsl");
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let pipeline_cache = world.resource::<PipelineCache>();
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let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: None,
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layout: vec![texture_bind_group_layout.clone()],
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push_constant_ranges: Vec::new(),
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shader: shader.clone(),
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shader_defs: vec![],
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entry_point: Cow::from("init"),
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});
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let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: None,
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layout: vec![texture_bind_group_layout.clone()],
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push_constant_ranges: Vec::new(),
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shader,
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shader_defs: vec![],
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entry_point: Cow::from("update"),
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});
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GameOfLifePipeline {
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texture_bind_group_layout,
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init_pipeline,
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update_pipeline,
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}
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}
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}
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enum GameOfLifeState {
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Loading,
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Init,
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Update,
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}
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struct GameOfLifeNode {
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state: GameOfLifeState,
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}
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impl Default for GameOfLifeNode {
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fn default() -> Self {
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Self {
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state: GameOfLifeState::Loading,
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}
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}
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}
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impl render_graph::Node for GameOfLifeNode {
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fn update(&mut self, world: &mut World) {
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let pipeline = world.resource::<GameOfLifePipeline>();
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let pipeline_cache = world.resource::<PipelineCache>();
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// if the corresponding pipeline has loaded, transition to the next stage
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match self.state {
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GameOfLifeState::Loading => {
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if let CachedPipelineState::Ok(_) =
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pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
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{
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self.state = GameOfLifeState::Init;
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}
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}
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GameOfLifeState::Init => {
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if let CachedPipelineState::Ok(_) =
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pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
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{
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self.state = GameOfLifeState::Update;
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}
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}
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GameOfLifeState::Update => {}
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}
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}
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fn run(
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&self,
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_graph: &mut render_graph::RenderGraphContext,
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), render_graph::NodeRunError> {
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let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = world.resource::<GameOfLifePipeline>();
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let mut pass = render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor::default());
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pass.set_bind_group(0, texture_bind_group, &[]);
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// select the pipeline based on the current state
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match self.state {
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GameOfLifeState::Loading => {}
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GameOfLifeState::Init => {
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let init_pipeline = pipeline_cache
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.get_compute_pipeline(pipeline.init_pipeline)
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.unwrap();
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pass.set_pipeline(init_pipeline);
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pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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GameOfLifeState::Update => {
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let update_pipeline = pipeline_cache
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.get_compute_pipeline(pipeline.update_pipeline)
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.unwrap();
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pass.set_pipeline(update_pipeline);
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pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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}
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Ok(())
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}
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}
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