# Objective - Closes #15716 - Closes #15718 ## Solution - Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component - As expected there were some random things that needed fixing: - A couple tests were storing handles just to prevent them from being dropped I believe, which seems to have been unnecessary in some. - The `SpriteBundle` still had a `Handle<Image>` field. I've removed this. - Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field outside of the `Sprite` component. - A few examples were still inserting `Handle`s, switched those to their corresponding wrappers. - 2 examples that were still querying for `Handle<Image>` were changed to query `Sprite` ## Testing - I've verified that the changed example work now ## Migration Guide `Handle` can no longer be used as a `Component`. All existing Bevy types using this pattern have been wrapped in their own semantically meaningful type. You should do the same for any custom `Handle` components your project needs. The `Handle<MeshletMesh>` component is now `MeshletMesh3d`. The `WithMeshletMesh` type alias has been removed. Use `With<MeshletMesh3d>` instead.
		
			
				
	
	
		
			292 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			292 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A compute shader that simulates Conway's Game of Life.
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//!
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//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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//! is rendered to the screen.
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use bevy::{
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    prelude::*,
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    render::{
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        extract_resource::{ExtractResource, ExtractResourcePlugin},
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        render_asset::{RenderAssetUsages, RenderAssets},
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        render_graph::{self, RenderGraph, RenderLabel},
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        render_resource::{binding_types::texture_storage_2d, *},
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        renderer::{RenderContext, RenderDevice},
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        texture::GpuImage,
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        Render, RenderApp, RenderSet,
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    },
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};
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use std::borrow::Cow;
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/game_of_life.wgsl";
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const DISPLAY_FACTOR: u32 = 4;
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const SIZE: (u32, u32) = (1280 / DISPLAY_FACTOR, 720 / DISPLAY_FACTOR);
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const WORKGROUP_SIZE: u32 = 8;
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::BLACK))
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        .add_plugins((
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            DefaultPlugins
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                .set(WindowPlugin {
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                    primary_window: Some(Window {
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                        resolution: (
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                            (SIZE.0 * DISPLAY_FACTOR) as f32,
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                            (SIZE.1 * DISPLAY_FACTOR) as f32,
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                        )
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                            .into(),
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                        // uncomment for unthrottled FPS
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                        // present_mode: bevy::window::PresentMode::AutoNoVsync,
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                        ..default()
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                    }),
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                    ..default()
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                })
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                .set(ImagePlugin::default_nearest()),
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            GameOfLifeComputePlugin,
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, switch_textures)
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        .run();
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}
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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    let mut image = Image::new_fill(
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        Extent3d {
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            width: SIZE.0,
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            height: SIZE.1,
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            depth_or_array_layers: 1,
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        },
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        TextureDimension::D2,
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        &[0, 0, 0, 255],
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        TextureFormat::R32Float,
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        RenderAssetUsages::RENDER_WORLD,
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    );
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    image.texture_descriptor.usage =
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        TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
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    let image0 = images.add(image.clone());
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    let image1 = images.add(image);
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    commands.spawn((
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        Sprite {
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            image: image0.clone(),
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            custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
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            ..default()
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        },
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        Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
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    ));
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    commands.spawn(Camera2d);
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    commands.insert_resource(GameOfLifeImages {
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        texture_a: image0,
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        texture_b: image1,
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    });
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}
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// Switch texture to display every frame to show the one that was written to most recently.
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fn switch_textures(images: Res<GameOfLifeImages>, mut displayed: Query<&mut Sprite>) {
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    let mut sprite = displayed.single_mut();
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    if sprite.image == images.texture_a {
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        sprite.image = images.texture_b.clone_weak();
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    } else {
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        sprite.image = images.texture_a.clone_weak();
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    }
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}
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struct GameOfLifeComputePlugin;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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struct GameOfLifeLabel;
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impl Plugin for GameOfLifeComputePlugin {
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    fn build(&self, app: &mut App) {
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        // Extract the game of life image resource from the main world into the render world
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        // for operation on by the compute shader and display on the sprite.
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        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
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        let render_app = app.sub_app_mut(RenderApp);
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        render_app.add_systems(
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            Render,
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            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
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        );
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        let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
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        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
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        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
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    }
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    fn finish(&self, app: &mut App) {
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        let render_app = app.sub_app_mut(RenderApp);
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        render_app.init_resource::<GameOfLifePipeline>();
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    }
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}
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#[derive(Resource, Clone, ExtractResource)]
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struct GameOfLifeImages {
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    texture_a: Handle<Image>,
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    texture_b: Handle<Image>,
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}
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#[derive(Resource)]
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struct GameOfLifeImageBindGroups([BindGroup; 2]);
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fn prepare_bind_group(
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    mut commands: Commands,
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    pipeline: Res<GameOfLifePipeline>,
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    gpu_images: Res<RenderAssets<GpuImage>>,
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    game_of_life_images: Res<GameOfLifeImages>,
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    render_device: Res<RenderDevice>,
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) {
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    let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
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    let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
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    let bind_group_0 = render_device.create_bind_group(
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        None,
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        &pipeline.texture_bind_group_layout,
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        &BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)),
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    );
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    let bind_group_1 = render_device.create_bind_group(
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        None,
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        &pipeline.texture_bind_group_layout,
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        &BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)),
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    );
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    commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
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}
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#[derive(Resource)]
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struct GameOfLifePipeline {
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    texture_bind_group_layout: BindGroupLayout,
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    init_pipeline: CachedComputePipelineId,
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    update_pipeline: CachedComputePipelineId,
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}
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impl FromWorld for GameOfLifePipeline {
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    fn from_world(world: &mut World) -> Self {
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        let render_device = world.resource::<RenderDevice>();
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        let texture_bind_group_layout = render_device.create_bind_group_layout(
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            "GameOfLifeImages",
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            &BindGroupLayoutEntries::sequential(
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                ShaderStages::COMPUTE,
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                (
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                    texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
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                    texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
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                ),
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            ),
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        );
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        let shader = world.load_asset(SHADER_ASSET_PATH);
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        let pipeline_cache = world.resource::<PipelineCache>();
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        let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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            label: None,
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            layout: vec![texture_bind_group_layout.clone()],
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            push_constant_ranges: Vec::new(),
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            shader: shader.clone(),
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            shader_defs: vec![],
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            entry_point: Cow::from("init"),
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        });
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        let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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            label: None,
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            layout: vec![texture_bind_group_layout.clone()],
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            push_constant_ranges: Vec::new(),
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            shader,
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            shader_defs: vec![],
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            entry_point: Cow::from("update"),
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        });
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        GameOfLifePipeline {
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            texture_bind_group_layout,
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            init_pipeline,
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            update_pipeline,
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        }
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    }
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}
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enum GameOfLifeState {
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    Loading,
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    Init,
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    Update(usize),
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}
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struct GameOfLifeNode {
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    state: GameOfLifeState,
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}
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impl Default for GameOfLifeNode {
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    fn default() -> Self {
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        Self {
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            state: GameOfLifeState::Loading,
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        }
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    }
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}
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impl render_graph::Node for GameOfLifeNode {
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    fn update(&mut self, world: &mut World) {
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        let pipeline = world.resource::<GameOfLifePipeline>();
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        let pipeline_cache = world.resource::<PipelineCache>();
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        // if the corresponding pipeline has loaded, transition to the next stage
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        match self.state {
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            GameOfLifeState::Loading => {
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                match pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline) {
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                    CachedPipelineState::Ok(_) => {
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                        self.state = GameOfLifeState::Init;
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                    }
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                    CachedPipelineState::Err(err) => {
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                        panic!("Initializing assets/{SHADER_ASSET_PATH}:\n{err}")
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                    }
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                    _ => {}
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                }
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            }
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            GameOfLifeState::Init => {
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                if let CachedPipelineState::Ok(_) =
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                    pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
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                {
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                    self.state = GameOfLifeState::Update(1);
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                }
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            }
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            GameOfLifeState::Update(0) => {
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                self.state = GameOfLifeState::Update(1);
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            }
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            GameOfLifeState::Update(1) => {
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                self.state = GameOfLifeState::Update(0);
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            }
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            GameOfLifeState::Update(_) => unreachable!(),
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        }
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    }
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    fn run(
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        &self,
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        _graph: &mut render_graph::RenderGraphContext,
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        render_context: &mut RenderContext,
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        world: &World,
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    ) -> Result<(), render_graph::NodeRunError> {
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        let bind_groups = &world.resource::<GameOfLifeImageBindGroups>().0;
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        let pipeline_cache = world.resource::<PipelineCache>();
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        let pipeline = world.resource::<GameOfLifePipeline>();
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        let mut pass = render_context
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            .command_encoder()
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            .begin_compute_pass(&ComputePassDescriptor::default());
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        // select the pipeline based on the current state
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        match self.state {
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            GameOfLifeState::Loading => {}
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            GameOfLifeState::Init => {
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                let init_pipeline = pipeline_cache
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                    .get_compute_pipeline(pipeline.init_pipeline)
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                    .unwrap();
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                pass.set_bind_group(0, &bind_groups[0], &[]);
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                pass.set_pipeline(init_pipeline);
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                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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            }
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            GameOfLifeState::Update(index) => {
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                let update_pipeline = pipeline_cache
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                    .get_compute_pipeline(pipeline.update_pipeline)
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                    .unwrap();
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                pass.set_bind_group(0, &bind_groups[index], &[]);
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                pass.set_pipeline(update_pipeline);
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                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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            }
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        }
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        Ok(())
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    }
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}
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