bevy/examples/shader/compute_shader_game_of_life.rs
Henry Sloan 8e08e26c25 Update commented vsync code in example to use present_mode (#4926)
# Objective

- To fix the broken commented code in `examples/shader/compute_shader_game_of_life.rs` for disabling frame throttling

## Solution

- Change the commented code from using the old `WindowDescriptor::vsync` to the new `WindowDescriptor::present_mode`

### Note
I chose to use the fully qualified scope `bevy:🪟:PresentWindow::Immediate` rather than explicitly including `PresentWindow` to avoid an unused import when the code is commented.
2022-06-04 20:00:01 +00:00

243 lines
7.9 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::RenderAssets,
render_graph::{self, RenderGraph},
render_resource::*,
renderer::{RenderContext, RenderDevice},
RenderApp, RenderStage,
},
window::WindowDescriptor,
};
use std::borrow::Cow;
const SIZE: (u32, u32) = (1280, 720);
const WORKGROUP_SIZE: u32 = 8;
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.insert_resource(WindowDescriptor {
// uncomment for unthrottled FPS
// present_mode: bevy::window::PresentMode::Immediate,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugin(GameOfLifeComputePlugin)
.add_startup_system(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::Rgba8Unorm,
);
image.texture_descriptor.usage =
TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
let image = images.add(image);
commands.spawn_bundle(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
..default()
},
texture: image.clone(),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
commands.insert_resource(GameOfLifeImage(image));
}
pub struct GameOfLifeComputePlugin;
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_plugin(ExtractResourcePlugin::<GameOfLifeImage>::default());
let render_app = app.sub_app_mut(RenderApp);
render_app
.init_resource::<GameOfLifePipeline>()
.add_system_to_stage(RenderStage::Queue, queue_bind_group);
let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
render_graph.add_node("game_of_life", GameOfLifeNode::default());
render_graph
.add_node_edge(
"game_of_life",
bevy::render::main_graph::node::CAMERA_DRIVER,
)
.unwrap();
}
}
#[derive(Clone, Deref, ExtractResource)]
struct GameOfLifeImage(Handle<Image>);
struct GameOfLifeImageBindGroup(BindGroup);
fn queue_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[&game_of_life_image.0];
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
label: None,
layout: &pipeline.texture_bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&view.texture_view),
}],
});
commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
}
pub 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 texture_bind_group_layout =
world
.resource::<RenderDevice>()
.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: None,
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: BindingType::StorageTexture {
access: StorageTextureAccess::ReadWrite,
format: TextureFormat::Rgba8Unorm,
view_dimension: TextureViewDimension::D2,
},
count: None,
}],
});
let shader = world
.resource::<AssetServer>()
.load("shaders/game_of_life.wgsl");
let mut pipeline_cache = world.resource_mut::<PipelineCache>();
let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: None,
layout: Some(vec![texture_bind_group_layout.clone()]),
shader: shader.clone(),
shader_defs: vec![],
entry_point: Cow::from("init"),
});
let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: None,
layout: Some(vec![texture_bind_group_layout.clone()]),
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(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(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
}
}
Ok(())
}
}