bevy/examples/shader/compute_shader_game_of_life.rs
Lixou 16d28ccb91
RenderGraph Labelization (#10644)
# Objective

The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.

## Solution

Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.

---

## Changelog

* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed  `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages

## Migration Guide

For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.

```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
    pub const NAME: &'static str = "my_render_node"
}

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        core_3d::graph::NAME,
        MyRenderNode::NAME,
    )
    .add_render_graph_edges(
        core_3d::graph::NAME,
        &[
            core_3d::graph::node::TONEMAPPING,
            MyRenderNode::NAME,
            core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
        ],
    );

// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};

#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;

#[derive(Default)]
struct MyRenderNode;

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        SubGraph3d,
        MyRenderLabel,
    )
    .add_render_graph_edges(
        SubGraph3d,
        (
            Labels3d::Tonemapping,
            MyRenderLabel,
            Labels3d::EndMainPassPostProcessing,
        ),
    );
```

### SubGraphs

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |

### Nodes

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` | 
| `node::MAIN_PASS` | `Labels2d::MainPass` | 
| `node::BLOOM` | `Labels2d::Bloom` | 
| `node::TONEMAPPING` | `Labels2d::Tonemapping` | 
| `node::FXAA` | `Labels2d::Fxaa` | 
| `node::UPSCALING` | `Labels2d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` | 
| `node::PREPASS` | `Labels3d::Prepass` | 
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` | 
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` | 
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` | 
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` | 
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` | 
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` | 
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` | 
| `node::BLOOM` | `Labels3d::Bloom` | 
| `node::TONEMAPPING` | `Labels3d::Tonemapping` | 
| `node::FXAA` | `Labels3d::Fxaa` | 
| `node::UPSCALING` | `Labels3d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |

#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|

#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |

---

## Future work

* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.

## Unresolved Questions

When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
2024-01-31 14:51:19 +00:00

244 lines
7.9 KiB
Rust

//! A compute shader that simulates Conway's Game of Life.
//!
//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
//! is rendered to the screen.
use bevy::{
prelude::*,
render::{
extract_resource::{ExtractResource, ExtractResourcePlugin},
render_asset::RenderAssetUsages,
render_asset::RenderAssets,
render_graph::{self, RenderGraph, RenderLabel},
render_resource::*,
renderer::{RenderContext, RenderDevice},
Render, RenderApp, RenderSet,
},
window::WindowPlugin,
};
use std::borrow::Cow;
const SIZE: (u32, u32) = (1280, 720);
const WORKGROUP_SIZE: u32 = 8;
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// uncomment for unthrottled FPS
// present_mode: bevy::window::PresentMode::AutoNoVsync,
..default()
}),
..default()
}),
GameOfLifeComputePlugin,
))
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let mut image = Image::new_fill(
Extent3d {
width: SIZE.0,
height: SIZE.1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&[0, 0, 0, 255],
TextureFormat::Rgba8Unorm,
RenderAssetUsages::RENDER_WORLD,
);
image.texture_descriptor.usage =
TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
let image = images.add(image);
commands.spawn(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
..default()
},
texture: image.clone(),
..default()
});
commands.spawn(Camera2dBundle::default());
commands.insert_resource(GameOfLifeImage { texture: image });
}
pub struct GameOfLifeComputePlugin;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct GameOfLifeLabel;
impl Plugin for GameOfLifeComputePlugin {
fn build(&self, app: &mut App) {
// Extract the game of life image resource from the main world into the render world
// for operation on by the compute shader and display on the sprite.
app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
let render_app = app.sub_app_mut(RenderApp);
render_app.add_systems(
Render,
prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
);
let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
}
fn finish(&self, app: &mut App) {
let render_app = app.sub_app_mut(RenderApp);
render_app.init_resource::<GameOfLifePipeline>();
}
}
#[derive(Resource, Clone, Deref, ExtractResource, AsBindGroup)]
struct GameOfLifeImage {
#[storage_texture(0, image_format = Rgba8Unorm, access = ReadWrite)]
texture: Handle<Image>,
}
#[derive(Resource)]
struct GameOfLifeImageBindGroup(BindGroup);
fn prepare_bind_group(
mut commands: Commands,
pipeline: Res<GameOfLifePipeline>,
gpu_images: Res<RenderAssets<Image>>,
game_of_life_image: Res<GameOfLifeImage>,
render_device: Res<RenderDevice>,
) {
let view = gpu_images.get(&game_of_life_image.texture).unwrap();
let bind_group = render_device.create_bind_group(
None,
&pipeline.texture_bind_group_layout,
&BindGroupEntries::single(&view.texture_view),
);
commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
}
#[derive(Resource)]
pub struct GameOfLifePipeline {
texture_bind_group_layout: BindGroupLayout,
init_pipeline: CachedComputePipelineId,
update_pipeline: CachedComputePipelineId,
}
impl FromWorld for GameOfLifePipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let texture_bind_group_layout = GameOfLifeImage::bind_group_layout(render_device);
let shader = world
.resource::<AssetServer>()
.load("shaders/game_of_life.wgsl");
let pipeline_cache = world.resource::<PipelineCache>();
let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: None,
layout: vec![texture_bind_group_layout.clone()],
push_constant_ranges: Vec::new(),
shader: shader.clone(),
shader_defs: vec![],
entry_point: Cow::from("init"),
});
let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: None,
layout: vec![texture_bind_group_layout.clone()],
push_constant_ranges: Vec::new(),
shader,
shader_defs: vec![],
entry_point: Cow::from("update"),
});
GameOfLifePipeline {
texture_bind_group_layout,
init_pipeline,
update_pipeline,
}
}
}
enum GameOfLifeState {
Loading,
Init,
Update,
}
struct GameOfLifeNode {
state: GameOfLifeState,
}
impl Default for GameOfLifeNode {
fn default() -> Self {
Self {
state: GameOfLifeState::Loading,
}
}
}
impl render_graph::Node for GameOfLifeNode {
fn update(&mut self, world: &mut World) {
let pipeline = world.resource::<GameOfLifePipeline>();
let pipeline_cache = world.resource::<PipelineCache>();
// if the corresponding pipeline has loaded, transition to the next stage
match self.state {
GameOfLifeState::Loading => {
if let CachedPipelineState::Ok(_) =
pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
{
self.state = GameOfLifeState::Init;
}
}
GameOfLifeState::Init => {
if let CachedPipelineState::Ok(_) =
pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
{
self.state = GameOfLifeState::Update;
}
}
GameOfLifeState::Update => {}
}
}
fn run(
&self,
_graph: &mut render_graph::RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), render_graph::NodeRunError> {
let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
let pipeline_cache = world.resource::<PipelineCache>();
let pipeline = world.resource::<GameOfLifePipeline>();
let mut pass = render_context
.command_encoder()
.begin_compute_pass(&ComputePassDescriptor::default());
pass.set_bind_group(0, texture_bind_group, &[]);
// select the pipeline based on the current state
match self.state {
GameOfLifeState::Loading => {}
GameOfLifeState::Init => {
let init_pipeline = pipeline_cache
.get_compute_pipeline(pipeline.init_pipeline)
.unwrap();
pass.set_pipeline(init_pipeline);
pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
}
GameOfLifeState::Update => {
let update_pipeline = pipeline_cache
.get_compute_pipeline(pipeline.update_pipeline)
.unwrap();
pass.set_pipeline(update_pipeline);
pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
}
}
Ok(())
}
}