mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
71842c5ac9
# Objective - Support WebGPU - alternative to #5027 that doesn't need any async / await - fixes #8315 - Surprise fix #7318 ## Solution ### For async renderer initialisation - Update the plugin lifecycle: - app builds the plugin - calls `plugin.build` - registers the plugin - app starts the event loop - event loop waits for `ready` of all registered plugins in the same order - returns `true` by default - then call all `finish` then all `cleanup` in the same order as registered - then execute the schedule In the case of the renderer, to avoid anything async: - building the renderer plugin creates a detached task that will send back the initialised renderer through a mutex in a resource - `ready` will wait for the renderer to be present in the resource - `finish` will take that renderer and place it in the expected resources by other plugins - other plugins (that expect the renderer to be available) `finish` are called and they are able to set up their pipelines - `cleanup` is called, only custom one is still for pipeline rendering ### For WebGPU support - update the `build-wasm-example` script to support passing `--api webgpu` that will build the example with WebGPU support - feature for webgl2 was always enabled when building for wasm. it's now in the default feature list and enabled on all platforms, so check for this feature must also check that the target_arch is `wasm32` --- ## Migration Guide - `Plugin::setup` has been renamed `Plugin::cleanup` - `Plugin::finish` has been added, and plugins adding pipelines should do it in this function instead of `Plugin::build` ```rust // Before impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>() .init_resource::<OtherRenderResource>(); } } // After impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<OtherRenderResource>(); } fn finish(&self, app: &mut App) { let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>(); } } ```
250 lines
8.2 KiB
Rust
250 lines
8.2 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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Render, 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_systems(Startup, 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.add_systems(Render, 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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fn finish(&self, app: &mut App) {
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let render_app = app.sub_app_mut(RenderApp);
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render_app.init_resource::<GameOfLifePipeline>();
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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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