mirror of
https://github.com/bevyengine/bevy
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deeaf64897
# Objective I noticed different examples descriptions were not using the same structure: ![different_wordings_examples](https://user-images.githubusercontent.com/2290685/169487055-ab76743e-3400-486f-b672-e8f60455b8e4.png) This results in sentences that a reader has to read differently each time, which might result in information being hard to find, especially foreign language users. Original discord discussion: https://discord.com/channels/691052431525675048/976846499889705020 ## Solution - Use less different words, similar structure and being straight to the point. --- ## Changelog - Examples descriptions more accessible.
242 lines
7.8 KiB
Rust
242 lines
7.8 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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core_pipeline::node::MAIN_PASS_DEPENDENCIES,
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prelude::*,
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render::{
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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, RenderStage,
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},
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window::WindowDescriptor,
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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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.insert_resource(WindowDescriptor {
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// uncomment for unthrottled FPS
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// vsync: false,
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..default()
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})
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.add_plugins(DefaultPlugins)
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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_bundle(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_bundle(OrthographicCameraBundle::new_2d());
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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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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_to_stage(RenderStage::Extract, extract_game_of_life_image)
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.add_system_to_stage(RenderStage::Queue, queue_bind_group);
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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
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.add_node_edge("game_of_life", MAIN_PASS_DEPENDENCIES)
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.unwrap();
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}
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}
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#[derive(Deref)]
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struct GameOfLifeImage(Handle<Image>);
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struct GameOfLifeImageBindGroup(BindGroup);
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fn extract_game_of_life_image(mut commands: Commands, image: Res<GameOfLifeImage>) {
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commands.insert_resource(GameOfLifeImage(image.clone()));
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}
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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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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 mut pipeline_cache = world.resource_mut::<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: Some(vec![texture_bind_group_layout.clone()]),
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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: Some(vec![texture_bind_group_layout.clone()]),
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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(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(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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