Replace textureGathers with textureLoads

This commit is contained in:
numzero 2025-01-11 16:00:37 +03:00
parent 1ad22dbb35
commit c25573db87
2 changed files with 23 additions and 28 deletions

View File

@ -122,17 +122,6 @@ fn main() {
cache: None, cache: None,
}); });
let state_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let mut state = None; let mut state = None;
#[allow(deprecated)] #[allow(deprecated)]
event_loop event_loop
@ -253,16 +242,10 @@ fn main() {
&device.create_bind_group(&wgpu::BindGroupDescriptor { &device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None, label: None,
layout: &step_pipeline.get_bind_group_layout(0), layout: &step_pipeline.get_bind_group_layout(0),
entries: &[ entries: &[wgpu::BindGroupEntry {
wgpu::BindGroupEntry {
binding: 0, binding: 0,
resource: wgpu::BindingResource::TextureView(&state.last), resource: wgpu::BindingResource::TextureView(&state.last),
}, }],
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&state_sampler),
},
],
}), }),
&[], &[],
); );

View File

@ -12,16 +12,28 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
} }
@group(0) @binding(0) var field: texture_2d<u32>; @group(0) @binding(0) var field: texture_2d<u32>;
@group(0) @binding(1) var smp: sampler;
@fragment @fragment
fn on_fragment(in: Varying) -> @location(0) u32 { fn on_fragment(in: Varying) -> @location(0) u32 {
let a = textureGather(0, field, smp, in.uv, vec2(0, 0)); let dim = vec2i(textureDimensions(field));
let b = textureGather(0, field, smp, in.uv, vec2(0, 1)); let center = vec2i(in.screen.xy);
let c = textureGather(0, field, smp, in.uv, vec2(1, 0)); var nb: array<array<u32, 3>, 3>;
let d = textureGather(0, field, smp, in.uv, vec2(1, 1)); for (var j = 0; j < 3; j++) {
let state = a.y; for (var i = 0; i < 3; i++) {
let n = a.x + a.z + a.w + b.x + b.y + c.y + c.z + d.y; let off = vec2i(i, j);
let coords = (center + off + dim - 1) % dim;
let px = textureLoad(field, coords, 0);
nb[j][i] = px.x;
}
}
let state = nb[1][1];
var n = 0u;
for (var j = 0; j < 3; j++) {
for (var i = 0; i < 3; i++) {
n += nb[i][j];
}
}
n -= state;
switch (n) { switch (n) {
case 3u: { return 1u; } case 3u: { return 1u; }
case 4u: { return state; } case 4u: { return state; }