Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c39fca1567 | |||
| d78c12378f | |||
| c11621f56a | |||
| 0bd709fc8b |
27
src/fill.wgsl
Normal file
27
src/fill.wgsl
Normal file
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@ -0,0 +1,27 @@
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const SEED = 0x4ae95672u;
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struct Varying {
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@builtin(position) screen: vec4f,
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}
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@vertex
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fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
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let screen = vec4(uv * 2. - 1., 0., 1.);
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return Varying(screen);
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}
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@fragment
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fn on_fragment(in: Varying) -> @location(0) u32 {
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let x = bitcast<u32>(in.screen.x);
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let y = bitcast<u32>(in.screen.y);
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let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
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return rand >> 31;
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}
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fn hash(key : u32) -> u32 {
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var v = key;
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v *= 0xb384af1bu;
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v ^= v >> 15u;
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return v;
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}
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135
src/mailbox.rs
135
src/mailbox.rs
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@ -1,135 +0,0 @@
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use std::{
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future::Future,
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pin::Pin,
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sync::{Mutex, MutexGuard},
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task::{Context, Poll, Waker},
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};
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pub struct Mailbox<T>(Mutex<MailboxInner<T>>);
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impl<T> Mailbox<T> {
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pub fn new() -> Self {
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Mailbox(Mutex::new(MailboxInner {
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waker: None,
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value: None,
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}))
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}
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}
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struct MailboxInner<T> {
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waker: Option<Waker>,
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value: Option<T>,
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}
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fn wake<T>(mut mb: MutexGuard<MailboxInner<T>>) {
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let waker = mb.waker.take();
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drop(mb);
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if let Some(waker) = waker {
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waker.wake();
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}
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}
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struct MailboxPut<'a, T>(&'a Mailbox<T>, Option<T>);
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impl<'a, T> Unpin for MailboxPut<'a, T> {}
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impl<'a, T> Future for MailboxPut<'a, T> {
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type Output = ();
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fn poll(mut self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output> {
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let mut mb = self.0 .0.lock().unwrap();
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let None = mb.value else {
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mb.waker = Some(cx.waker().clone());
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return Poll::Pending;
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};
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mb.value = self.1.take();
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wake(mb);
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Poll::Ready(())
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}
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}
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struct MailboxGet<'a, T>(&'a Mailbox<T>);
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impl<'a, T> Future for MailboxGet<'a, T> {
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type Output = T;
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fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output> {
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let mut mb = self.0 .0.lock().unwrap();
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let Some(value) = mb.value.take() else {
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mb.waker = Some(cx.waker().clone());
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return Poll::Pending;
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};
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wake(mb);
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Poll::Ready(value)
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}
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}
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impl<T> Mailbox<T> {
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pub fn put(&self, value: T) -> impl Future<Output = ()> + '_ {
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MailboxPut(&self, Some(value))
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}
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pub fn get(&self) -> impl Future<Output = T> + '_ {
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MailboxGet(&self)
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}
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}
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#[cfg(test)]
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mod tests {
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use std::{pin::pin, sync::Arc, task::Wake};
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use super::*;
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struct NoopWaker;
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impl Wake for NoopWaker {
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fn wake(self: std::sync::Arc<Self>) {}
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}
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fn ready(f: impl Future) -> bool {
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let f = pin!(f);
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matches!(
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f.poll(&mut Context::from_waker(&Arc::new(NoopWaker).into())),
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Poll::Ready(_)
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)
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}
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#[test]
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fn test_mailbox_empty() {
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let mb = Mailbox::<i32>::new();
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assert!(!ready(mb.get()));
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}
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#[test]
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fn test_mailbox_once() {
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let mb = Mailbox::<i32>::new();
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pollster::block_on(mb.put(42));
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assert_eq!(pollster::block_on(mb.get()), 42);
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assert!(!ready(mb.get()));
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}
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#[test]
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fn test_mailbox_once_oor() {
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let mb = Mailbox::<i32>::new();
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let f = mb.get();
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pollster::block_on(mb.put(42));
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assert_eq!(pollster::block_on(f), 42);
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}
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#[test]
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fn test_mailbox_twice_no_wait() {
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let mb = Mailbox::<i32>::new();
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pollster::block_on(mb.put(42));
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assert!(!ready(mb.put(13)));
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assert_eq!(pollster::block_on(mb.get()), 42);
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assert!(!ready(mb.get()));
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}
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#[test]
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fn test_mailbox_twice_in_order() {
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let mb = Mailbox::<i32>::new();
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let f = mb.get();
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pollster::block_on(mb.put(42));
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assert_eq!(pollster::block_on(f), 42);
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let f = mb.get();
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pollster::block_on(mb.put(13));
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assert_eq!(pollster::block_on(f), 13);
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assert!(!ready(mb.get()));
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}
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}
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227
src/main.rs
227
src/main.rs
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@ -1,12 +1,16 @@
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use std::error::Error;
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use std::error::Error;
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use glam::uvec2;
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use winit::{
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use winit::{
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event::{Event, WindowEvent},
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event::{Event, WindowEvent},
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event_loop::EventLoop,
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event_loop::EventLoop,
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window::{Window, WindowAttributes},
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window::{Window, WindowAttributes},
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};
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};
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mod mailbox;
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struct GameState {
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last: wgpu::TextureView,
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next: wgpu::TextureView,
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}
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fn main() {
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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let event_loop = EventLoop::new().unwrap();
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@ -17,38 +21,189 @@ fn main() {
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.unwrap();
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.unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
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let format = wgpu::TextureFormat::Bgra8UnormSrgb;
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let format = wgpu::TextureFormat::Bgra8UnormSrgb;
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let mut surface_configured = false;
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let fill_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("fill"),
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source: wgpu::ShaderSource::Wgsl(include_str!("fill.wgsl").into()),
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});
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let fill_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &fill_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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fragment: Some(wgpu::FragmentState {
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module: &fill_shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::R8Uint,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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|
})],
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|
}),
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|
multiview: None,
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cache: None,
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||||||
|
});
|
||||||
|
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let step_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("step"),
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source: wgpu::ShaderSource::Wgsl(include_str!("step.wgsl").into()),
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});
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let step_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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|
label: None,
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||||||
|
layout: None,
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|
vertex: wgpu::VertexState {
|
||||||
|
module: &step_shader,
|
||||||
|
entry_point: None,
|
||||||
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||||
|
buffers: &[],
|
||||||
|
},
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
topology: wgpu::PrimitiveTopology::TriangleStrip,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
depth_stencil: None,
|
||||||
|
multisample: wgpu::MultisampleState::default(),
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &step_shader,
|
||||||
|
entry_point: None,
|
||||||
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||||
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
format: wgpu::TextureFormat::R8Uint,
|
||||||
|
blend: None,
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
}),
|
||||||
|
multiview: None,
|
||||||
|
cache: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
let present_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
|
label: Some("present"),
|
||||||
|
source: wgpu::ShaderSource::Wgsl(include_str!("present.wgsl").into()),
|
||||||
|
});
|
||||||
|
let present_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
label: None,
|
||||||
|
layout: None,
|
||||||
|
vertex: wgpu::VertexState {
|
||||||
|
module: &present_shader,
|
||||||
|
entry_point: None,
|
||||||
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||||
|
buffers: &[],
|
||||||
|
},
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
topology: wgpu::PrimitiveTopology::TriangleStrip,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
depth_stencil: None,
|
||||||
|
multisample: wgpu::MultisampleState::default(),
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &present_shader,
|
||||||
|
entry_point: None,
|
||||||
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||||
|
targets: &[Some(wgpu::ColorTargetState {
|
||||||
|
format,
|
||||||
|
blend: None,
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
}),
|
||||||
|
multiview: 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;
|
||||||
#[allow(deprecated)]
|
#[allow(deprecated)]
|
||||||
event_loop
|
event_loop
|
||||||
.run(move |event, control_flow| match event {
|
.run(move |event, control_flow| match event {
|
||||||
Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
|
Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
|
||||||
WindowEvent::CloseRequested => control_flow.exit(),
|
WindowEvent::CloseRequested => control_flow.exit(),
|
||||||
WindowEvent::Resized(physical_size) => {
|
WindowEvent::Resized(physical_size) => {
|
||||||
|
let size = uvec2(physical_size.width, physical_size.height);
|
||||||
surface.configure(
|
surface.configure(
|
||||||
&device,
|
&device,
|
||||||
&wgpu::SurfaceConfiguration {
|
&wgpu::SurfaceConfiguration {
|
||||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
|
||||||
format,
|
format,
|
||||||
width: physical_size.width,
|
width: size.x,
|
||||||
height: physical_size.height,
|
height: size.y,
|
||||||
present_mode: wgpu::PresentMode::Fifo,
|
present_mode: wgpu::PresentMode::Fifo,
|
||||||
alpha_mode: wgpu::CompositeAlphaMode::Auto,
|
alpha_mode: wgpu::CompositeAlphaMode::Auto,
|
||||||
view_formats: vec![],
|
view_formats: vec![],
|
||||||
desired_maximum_frame_latency: 2,
|
desired_maximum_frame_latency: 2,
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
surface_configured = true;
|
let [last, next] = [(), ()].map(|_| {
|
||||||
|
device
|
||||||
|
.create_texture(&wgpu::TextureDescriptor {
|
||||||
|
label: None,
|
||||||
|
size: wgpu::Extent3d {
|
||||||
|
width: size.x,
|
||||||
|
height: size.y,
|
||||||
|
depth_or_array_layers: 1,
|
||||||
|
},
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
dimension: wgpu::TextureDimension::D2,
|
||||||
|
format: wgpu::TextureFormat::R8Uint,
|
||||||
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||||
|
view_formats: &[],
|
||||||
|
})
|
||||||
|
.create_view(&Default::default())
|
||||||
|
});
|
||||||
|
|
||||||
|
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||||
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
label: None,
|
||||||
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
|
view: &last,
|
||||||
|
resolve_target: None,
|
||||||
|
ops: wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
},
|
||||||
|
})],
|
||||||
|
depth_stencil_attachment: None,
|
||||||
|
occlusion_query_set: None,
|
||||||
|
timestamp_writes: None,
|
||||||
|
});
|
||||||
|
render_pass.set_pipeline(&fill_pipeline);
|
||||||
|
render_pass.draw(0..4, 0..1);
|
||||||
|
drop(render_pass);
|
||||||
|
queue.submit(std::iter::once(encoder.finish()));
|
||||||
|
|
||||||
|
state = Some(GameState { last, next });
|
||||||
}
|
}
|
||||||
WindowEvent::RedrawRequested => {
|
WindowEvent::RedrawRequested => {
|
||||||
if !surface_configured {
|
let Some(state) = &mut state else {
|
||||||
return;
|
return;
|
||||||
}
|
};
|
||||||
let output = surface.get_current_texture().unwrap();
|
let output = surface.get_current_texture().unwrap();
|
||||||
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||||
let render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
||||||
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
label: None,
|
label: None,
|
||||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
view: &view,
|
view: &view,
|
||||||
|
|
@ -62,9 +217,63 @@ fn main() {
|
||||||
occlusion_query_set: None,
|
occlusion_query_set: None,
|
||||||
timestamp_writes: None,
|
timestamp_writes: None,
|
||||||
});
|
});
|
||||||
|
render_pass.set_pipeline(&present_pipeline);
|
||||||
|
render_pass.set_bind_group(
|
||||||
|
0,
|
||||||
|
&device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
label: None,
|
||||||
|
layout: &present_pipeline.get_bind_group_layout(0),
|
||||||
|
entries: &[wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: wgpu::BindingResource::TextureView(&state.last),
|
||||||
|
}],
|
||||||
|
}),
|
||||||
|
&[],
|
||||||
|
);
|
||||||
|
render_pass.draw(0..4, 0..1);
|
||||||
drop(render_pass);
|
drop(render_pass);
|
||||||
|
|
||||||
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
label: None,
|
||||||
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||||
|
view: &state.next,
|
||||||
|
resolve_target: None,
|
||||||
|
ops: wgpu::Operations {
|
||||||
|
load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
|
||||||
|
store: wgpu::StoreOp::Store,
|
||||||
|
},
|
||||||
|
})],
|
||||||
|
depth_stencil_attachment: None,
|
||||||
|
occlusion_query_set: None,
|
||||||
|
timestamp_writes: None,
|
||||||
|
});
|
||||||
|
render_pass.set_pipeline(&step_pipeline);
|
||||||
|
render_pass.set_bind_group(
|
||||||
|
0,
|
||||||
|
&device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
label: None,
|
||||||
|
layout: &step_pipeline.get_bind_group_layout(0),
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: wgpu::BindingResource::TextureView(&state.last),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 1,
|
||||||
|
resource: wgpu::BindingResource::Sampler(&state_sampler),
|
||||||
|
},
|
||||||
|
],
|
||||||
|
}),
|
||||||
|
&[],
|
||||||
|
);
|
||||||
|
render_pass.draw(0..4, 0..1);
|
||||||
|
drop(render_pass);
|
||||||
|
|
||||||
queue.submit(std::iter::once(encoder.finish()));
|
queue.submit(std::iter::once(encoder.finish()));
|
||||||
output.present();
|
output.present();
|
||||||
|
|
||||||
|
std::mem::swap(&mut state.last, &mut state.next);
|
||||||
|
window.request_redraw();
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
},
|
},
|
||||||
|
|
|
||||||
20
src/present.wgsl
Normal file
20
src/present.wgsl
Normal file
|
|
@ -0,0 +1,20 @@
|
||||||
|
struct Varying {
|
||||||
|
@location(0) uv: vec2f,
|
||||||
|
@builtin(position) screen: vec4f,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
|
||||||
|
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
|
||||||
|
let screen = vec4(uv * 2. - 1., 0., 1.);
|
||||||
|
return Varying(vec2(uv.x, 1. - uv.y), screen);
|
||||||
|
}
|
||||||
|
|
||||||
|
@group(0) @binding(0) var field: texture_2d<u32>;
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn on_fragment(in: Varying) -> @location(0) vec4f {
|
||||||
|
let pos = vec2u(in.screen.xy);
|
||||||
|
let state = textureLoad(field, pos, 0).x;
|
||||||
|
return vec4f(f32(state));
|
||||||
|
}
|
||||||
30
src/step.wgsl
Normal file
30
src/step.wgsl
Normal file
|
|
@ -0,0 +1,30 @@
|
||||||
|
struct Varying {
|
||||||
|
@location(0) uv: vec2f,
|
||||||
|
@builtin(position) screen: vec4f,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
|
||||||
|
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
|
||||||
|
let screen = vec4(uv * 2. - 1., 0., 1.);
|
||||||
|
let off = .5 / vec2f(textureDimensions(field));
|
||||||
|
return Varying(vec2(uv.x, 1. - uv.y) - off, screen);
|
||||||
|
}
|
||||||
|
|
||||||
|
@group(0) @binding(0) var field: texture_2d<u32>;
|
||||||
|
@group(0) @binding(1) var smp: sampler;
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn on_fragment(in: Varying) -> @location(0) u32 {
|
||||||
|
let a = textureGather(0, field, smp, in.uv, vec2(0, 0));
|
||||||
|
let b = textureGather(0, field, smp, in.uv, vec2(0, 1));
|
||||||
|
let c = textureGather(0, field, smp, in.uv, vec2(1, 0));
|
||||||
|
let d = textureGather(0, field, smp, in.uv, vec2(1, 1));
|
||||||
|
let state = a.y;
|
||||||
|
let n = a.x + a.z + a.w + b.x + b.y + c.y + c.z + d.y;
|
||||||
|
switch (n) {
|
||||||
|
case 2u: { return state; }
|
||||||
|
case 3u: { return 1u; }
|
||||||
|
default: { return 0u; }
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue
Block a user