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4 Commits

Author SHA1 Message Date
c39fca1567 Remove unused field 2025-01-11 02:30:46 +03:00
d78c12378f This *is* the game of life 2025-01-11 01:57:32 +03:00
c11621f56a Basic setup 2025-01-11 01:31:33 +03:00
0bd709fc8b Basic shader test 2025-01-11 01:18:20 +03:00
5 changed files with 295 additions and 144 deletions

27
src/fill.wgsl Normal file
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@ -0,0 +1,27 @@
const SEED = 0x4ae95672u;
struct Varying {
@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(screen);
}
@fragment
fn on_fragment(in: Varying) -> @location(0) u32 {
let x = bitcast<u32>(in.screen.x);
let y = bitcast<u32>(in.screen.y);
let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
return rand >> 31;
}
fn hash(key : u32) -> u32 {
var v = key;
v *= 0xb384af1bu;
v ^= v >> 15u;
return v;
}

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@ -1,135 +0,0 @@
use std::{
future::Future,
pin::Pin,
sync::{Mutex, MutexGuard},
task::{Context, Poll, Waker},
};
pub struct Mailbox<T>(Mutex<MailboxInner<T>>);
impl<T> Mailbox<T> {
pub fn new() -> Self {
Mailbox(Mutex::new(MailboxInner {
waker: None,
value: None,
}))
}
}
struct MailboxInner<T> {
waker: Option<Waker>,
value: Option<T>,
}
fn wake<T>(mut mb: MutexGuard<MailboxInner<T>>) {
let waker = mb.waker.take();
drop(mb);
if let Some(waker) = waker {
waker.wake();
}
}
struct MailboxPut<'a, T>(&'a Mailbox<T>, Option<T>);
impl<'a, T> Unpin for MailboxPut<'a, T> {}
impl<'a, T> Future for MailboxPut<'a, T> {
type Output = ();
fn poll(mut self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output> {
let mut mb = self.0 .0.lock().unwrap();
let None = mb.value else {
mb.waker = Some(cx.waker().clone());
return Poll::Pending;
};
mb.value = self.1.take();
wake(mb);
Poll::Ready(())
}
}
struct MailboxGet<'a, T>(&'a Mailbox<T>);
impl<'a, T> Future for MailboxGet<'a, T> {
type Output = T;
fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output> {
let mut mb = self.0 .0.lock().unwrap();
let Some(value) = mb.value.take() else {
mb.waker = Some(cx.waker().clone());
return Poll::Pending;
};
wake(mb);
Poll::Ready(value)
}
}
impl<T> Mailbox<T> {
pub fn put(&self, value: T) -> impl Future<Output = ()> + '_ {
MailboxPut(&self, Some(value))
}
pub fn get(&self) -> impl Future<Output = T> + '_ {
MailboxGet(&self)
}
}
#[cfg(test)]
mod tests {
use std::{pin::pin, sync::Arc, task::Wake};
use super::*;
struct NoopWaker;
impl Wake for NoopWaker {
fn wake(self: std::sync::Arc<Self>) {}
}
fn ready(f: impl Future) -> bool {
let f = pin!(f);
matches!(
f.poll(&mut Context::from_waker(&Arc::new(NoopWaker).into())),
Poll::Ready(_)
)
}
#[test]
fn test_mailbox_empty() {
let mb = Mailbox::<i32>::new();
assert!(!ready(mb.get()));
}
#[test]
fn test_mailbox_once() {
let mb = Mailbox::<i32>::new();
pollster::block_on(mb.put(42));
assert_eq!(pollster::block_on(mb.get()), 42);
assert!(!ready(mb.get()));
}
#[test]
fn test_mailbox_once_oor() {
let mb = Mailbox::<i32>::new();
let f = mb.get();
pollster::block_on(mb.put(42));
assert_eq!(pollster::block_on(f), 42);
}
#[test]
fn test_mailbox_twice_no_wait() {
let mb = Mailbox::<i32>::new();
pollster::block_on(mb.put(42));
assert!(!ready(mb.put(13)));
assert_eq!(pollster::block_on(mb.get()), 42);
assert!(!ready(mb.get()));
}
#[test]
fn test_mailbox_twice_in_order() {
let mb = Mailbox::<i32>::new();
let f = mb.get();
pollster::block_on(mb.put(42));
assert_eq!(pollster::block_on(f), 42);
let f = mb.get();
pollster::block_on(mb.put(13));
assert_eq!(pollster::block_on(f), 13);
assert!(!ready(mb.get()));
}
}

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@ -1,12 +1,16 @@
use std::error::Error;
use glam::uvec2;
use winit::{
event::{Event, WindowEvent},
event_loop::EventLoop,
window::{Window, WindowAttributes},
};
mod mailbox;
struct GameState {
last: wgpu::TextureView,
next: wgpu::TextureView,
}
fn main() {
let event_loop = EventLoop::new().unwrap();
@ -17,38 +21,189 @@ fn main() {
.unwrap();
let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
let format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut surface_configured = false;
let fill_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("fill"),
source: wgpu::ShaderSource::Wgsl(include_str!("fill.wgsl").into()),
});
let fill_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &fill_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: &fill_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 step_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("step"),
source: wgpu::ShaderSource::Wgsl(include_str!("step.wgsl").into()),
});
let step_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
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)]
event_loop
.run(move |event, control_flow| match event {
Event::WindowEvent { ref event, window_id } if window_id == window.id() => match event {
WindowEvent::CloseRequested => control_flow.exit(),
WindowEvent::Resized(physical_size) => {
let size = uvec2(physical_size.width, physical_size.height);
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format,
width: physical_size.width,
height: physical_size.height,
width: size.x,
height: size.y,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
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 => {
if !surface_configured {
let Some(state) = &mut state else {
return;
}
};
let output = surface.get_current_texture().unwrap();
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
@ -62,9 +217,63 @@ fn main() {
occlusion_query_set: 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);
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()));
output.present();
std::mem::swap(&mut state.last, &mut state.next);
window.request_redraw();
}
_ => {}
},

20
src/present.wgsl Normal file
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@ -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
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@ -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; }
}
}