gpu-life/src/main.rs
2025-01-11 16:06:38 +03:00

296 lines
8.7 KiB
Rust

use std::error::Error;
use glam::uvec2;
use winit::{
event::{Event, WindowEvent},
event_loop::EventLoop,
window::{Window, WindowAttributes},
};
struct GameState {
last: wgpu::TextureView,
next: wgpu::TextureView,
}
fn main() {
let event_loop = EventLoop::new().unwrap();
#[allow(deprecated)]
let window = &event_loop
.create_window(WindowAttributes::new().with_title("GPU life game test"))
.unwrap();
let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
let format = wgpu::TextureFormat::Bgra8UnormSrgb;
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::Rgba8Uint,
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::Rgba8Uint,
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 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: size.x,
height: size.y,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
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::Rgba8Uint,
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 => {
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 mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
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(&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),
}],
}),
&[],
);
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();
}
_ => {}
},
_ => {}
})
.unwrap();
}
async fn init_gpu(wnd: &Window) -> Result<(wgpu::Device, wgpu::Queue, wgpu::Surface), Box<dyn Error>> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(wnd)?;
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
None,
)
.await
.unwrap();
Ok((device, queue, surface))
}