2021-07-21 17:48:00 -04:00

334 lines
12 KiB
Rust

// Flocking boids example with gpu compute update pass
// adapted from https://github.com/austinEng/webgpu-samples/blob/master/src/examples/computeBoids.ts
use rand::{
distributions::{Distribution, Uniform},
SeedableRng,
};
use std::{borrow::Cow, mem};
use wgpu::util::DeviceExt;
#[path = "../framework.rs"]
mod framework;
// number of boid particles to simulate
const NUM_PARTICLES: u32 = 1500;
// number of single-particle calculations (invocations) in each gpu work group
const PARTICLES_PER_GROUP: u32 = 64;
/// Example struct holds references to wgpu resources and frame persistent data
struct Example {
particle_bind_groups: Vec<wgpu::BindGroup>,
particle_buffers: Vec<wgpu::Buffer>,
vertices_buffer: wgpu::Buffer,
compute_pipeline: wgpu::ComputePipeline,
render_pipeline: wgpu::RenderPipeline,
work_group_count: u32,
frame_num: usize,
}
impl framework::Example for Example {
/// constructs initial instance of Example struct
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
_adapter: &wgpu::Adapter,
device: &wgpu::Device,
_queue: &wgpu::Queue,
) -> Self {
let compute_shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("compute.wgsl"))),
});
let draw_shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("draw.wgsl"))),
});
// buffer for simulation parameters uniform
let sim_param_data = [
0.04f32, // deltaT
0.1, // rule1Distance
0.025, // rule2Distance
0.025, // rule3Distance
0.02, // rule1Scale
0.05, // rule2Scale
0.005, // rule3Scale
]
.to_vec();
let sim_param_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Simulation Parameter Buffer"),
contents: bytemuck::cast_slice(&sim_param_data),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
// create compute bind layout group and compute pipeline layout
let compute_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(
(sim_param_data.len() * mem::size_of::<f32>()) as _,
),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new((NUM_PARTICLES * 16) as _),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new((NUM_PARTICLES * 16) as _),
},
count: None,
},
],
label: None,
});
let compute_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("compute"),
bind_group_layouts: &[&compute_bind_group_layout],
push_constant_ranges: &[],
});
// create render pipeline with empty bind group layout
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &draw_shader,
entry_point: "main",
buffers: &[
wgpu::VertexBufferLayout {
array_stride: 4 * 4,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
},
wgpu::VertexBufferLayout {
array_stride: 2 * 4,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![2 => Float32x2],
},
],
},
fragment: Some(wgpu::FragmentState {
module: &draw_shader,
entry_point: "main",
targets: &[sc_desc.format.into()],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
});
// create compute pipeline
let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Compute pipeline"),
layout: Some(&compute_pipeline_layout),
module: &compute_shader,
entry_point: "main",
});
// buffer for the three 2d triangle vertices of each instance
let vertex_buffer_data = [-0.01f32, -0.02, 0.01, -0.02, 0.00, 0.02];
let vertices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::bytes_of(&vertex_buffer_data),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
// buffer for all particles data of type [(posx,posy,velx,vely),...]
let mut initial_particle_data = vec![0.0f32; (4 * NUM_PARTICLES) as usize];
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
let unif = Uniform::new_inclusive(-1.0, 1.0);
for particle_instance_chunk in initial_particle_data.chunks_mut(4) {
particle_instance_chunk[0] = unif.sample(&mut rng); // posx
particle_instance_chunk[1] = unif.sample(&mut rng); // posy
particle_instance_chunk[2] = unif.sample(&mut rng) * 0.1; // velx
particle_instance_chunk[3] = unif.sample(&mut rng) * 0.1; // vely
}
// creates two buffers of particle data each of size NUM_PARTICLES
// the two buffers alternate as dst and src for each frame
let mut particle_buffers = Vec::<wgpu::Buffer>::new();
let mut particle_bind_groups = Vec::<wgpu::BindGroup>::new();
for i in 0..2 {
particle_buffers.push(
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("Particle Buffer {}", i)),
contents: bytemuck::cast_slice(&initial_particle_data),
usage: wgpu::BufferUsages::VERTEX
| wgpu::BufferUsages::STORAGE
| wgpu::BufferUsages::COPY_DST,
}),
);
}
// create two bind groups, one for each buffer as the src
// where the alternate buffer is used as the dst
for i in 0..2 {
particle_bind_groups.push(device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &compute_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: sim_param_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: particle_buffers[i].as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: particle_buffers[(i + 1) % 2].as_entire_binding(), // bind to opposite buffer
},
],
label: None,
}));
}
// calculates number of work groups from PARTICLES_PER_GROUP constant
let work_group_count =
((NUM_PARTICLES as f32) / (PARTICLES_PER_GROUP as f32)).ceil() as u32;
// returns Example struct and No encoder commands
Example {
particle_bind_groups,
particle_buffers,
vertices_buffer,
compute_pipeline,
render_pipeline,
work_group_count,
frame_num: 0,
}
}
/// update is called for any WindowEvent not handled by the framework
fn update(&mut self, _event: winit::event::WindowEvent) {
//empty
}
/// resize is called on WindowEvent::Resized events
fn resize(
&mut self,
_sc_desc: &wgpu::SwapChainDescriptor,
_device: &wgpu::Device,
_queue: &wgpu::Queue,
) {
//empty
}
/// render is called each frame, dispatching compute groups proportional
/// a TriangleList draw call for all NUM_PARTICLES at 3 vertices each
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
_spawner: &framework::Spawner,
) {
// create render pass descriptor and its color attachments
let color_attachments = [wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: true,
},
}];
let render_pass_descriptor = wgpu::RenderPassDescriptor {
label: None,
color_attachments: &color_attachments,
depth_stencil_attachment: None,
};
// get command encoder
let mut command_encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
command_encoder.push_debug_group("compute boid movement");
{
// compute pass
let mut cpass =
command_encoder.begin_compute_pass(&wgpu::ComputePassDescriptor { label: None });
cpass.set_pipeline(&self.compute_pipeline);
cpass.set_bind_group(0, &self.particle_bind_groups[self.frame_num % 2], &[]);
cpass.dispatch(self.work_group_count, 1, 1);
}
command_encoder.pop_debug_group();
command_encoder.push_debug_group("render boids");
{
// render pass
let mut rpass = command_encoder.begin_render_pass(&render_pass_descriptor);
rpass.set_pipeline(&self.render_pipeline);
// render dst particles
rpass.set_vertex_buffer(0, self.particle_buffers[(self.frame_num + 1) % 2].slice(..));
// the three instance-local vertices
rpass.set_vertex_buffer(1, self.vertices_buffer.slice(..));
rpass.draw(0..3, 0..NUM_PARTICLES);
}
command_encoder.pop_debug_group();
// update frame count
self.frame_num += 1;
// done
queue.submit(Some(command_encoder.finish()));
}
}
/// run example
fn main() {
framework::run::<Example>("boids");
}
#[test]
fn boids() {
framework::test::<Example>(framework::FrameworkRefTest {
image_path: "/examples/boids/screenshot.png",
width: 1024,
height: 768,
optional_features: wgpu::Features::default(),
base_test_parameters: framework::test_common::TestParameters::default()
.downlevel_flags(wgpu::DownlevelFlags::COMPUTE_SHADERS),
tolerance: 0,
max_outliers: 1000, // Currently bounded by rpi4
});
}