mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
84363f2fab
# Objective - There are several redundant imports in the tests and examples that are not caught by CI because additional flags need to be passed. ## Solution - Run `cargo check --workspace --tests` and `cargo check --workspace --examples`, then fix all warnings. - Add `test-check` to CI, which will be run in the check-compiles job. This should catch future warnings for tests. Examples are already checked, but I'm not yet sure why they weren't caught. ## Discussion - Should the `--tests` and `--examples` flags be added to CI, so this is caught in the future? - If so, #12818 will need to be merged first. It was also a warning raised by checking the examples, but I chose to split off into a separate PR. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
240 lines
7.8 KiB
Rust
240 lines
7.8 KiB
Rust
//! 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,
|
|
render_asset::RenderAssets,
|
|
render_graph::{self, RenderGraph, RenderLabel},
|
|
render_resource::*,
|
|
renderer::{RenderContext, RenderDevice},
|
|
Render, RenderApp, RenderSet,
|
|
},
|
|
};
|
|
use std::borrow::Cow;
|
|
|
|
const SIZE: (u32, u32) = (1280, 720);
|
|
const WORKGROUP_SIZE: u32 = 8;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(ClearColor(Color::BLACK))
|
|
.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
// uncomment for unthrottled FPS
|
|
// present_mode: bevy::window::PresentMode::AutoNoVsync,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
GameOfLifeComputePlugin,
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
|
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 image = images.add(image);
|
|
|
|
commands.spawn(SpriteBundle {
|
|
sprite: Sprite {
|
|
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
|
|
..default()
|
|
},
|
|
texture: image.clone(),
|
|
..default()
|
|
});
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
commands.insert_resource(GameOfLifeImage { texture: image });
|
|
}
|
|
|
|
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::<GameOfLifeImage>::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::<RenderGraph>();
|
|
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::<GameOfLifePipeline>();
|
|
}
|
|
}
|
|
|
|
#[derive(Resource, Clone, Deref, ExtractResource, AsBindGroup)]
|
|
struct GameOfLifeImage {
|
|
#[storage_texture(0, image_format = R32Float, access = ReadWrite)]
|
|
texture: Handle<Image>,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct GameOfLifeImageBindGroup(BindGroup);
|
|
|
|
fn prepare_bind_group(
|
|
mut commands: Commands,
|
|
pipeline: Res<GameOfLifePipeline>,
|
|
gpu_images: Res<RenderAssets<Image>>,
|
|
game_of_life_image: Res<GameOfLifeImage>,
|
|
render_device: Res<RenderDevice>,
|
|
) {
|
|
let view = gpu_images.get(&game_of_life_image.texture).unwrap();
|
|
let bind_group = render_device.create_bind_group(
|
|
None,
|
|
&pipeline.texture_bind_group_layout,
|
|
&BindGroupEntries::single(&view.texture_view),
|
|
);
|
|
commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
|
|
}
|
|
|
|
#[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::<RenderDevice>();
|
|
let texture_bind_group_layout = GameOfLifeImage::bind_group_layout(render_device);
|
|
let shader = world.load_asset("shaders/game_of_life.wgsl");
|
|
let pipeline_cache = world.resource::<PipelineCache>();
|
|
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,
|
|
}
|
|
|
|
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::<GameOfLifePipeline>();
|
|
let pipeline_cache = world.resource::<PipelineCache>();
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
GameOfLifeState::Update => {}
|
|
}
|
|
}
|
|
|
|
fn run(
|
|
&self,
|
|
_graph: &mut render_graph::RenderGraphContext,
|
|
render_context: &mut RenderContext,
|
|
world: &World,
|
|
) -> Result<(), render_graph::NodeRunError> {
|
|
let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
|
|
let pipeline_cache = world.resource::<PipelineCache>();
|
|
let pipeline = world.resource::<GameOfLifePipeline>();
|
|
|
|
let mut pass = render_context
|
|
.command_encoder()
|
|
.begin_compute_pass(&ComputePassDescriptor::default());
|
|
|
|
pass.set_bind_group(0, texture_bind_group, &[]);
|
|
|
|
// 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_pipeline(init_pipeline);
|
|
pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
|
|
}
|
|
GameOfLifeState::Update => {
|
|
let update_pipeline = pipeline_cache
|
|
.get_compute_pipeline(pipeline.update_pipeline)
|
|
.unwrap();
|
|
pass.set_pipeline(update_pipeline);
|
|
pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
|
|
}
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
}
|