This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
		
			
				
	
	
		
			256 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			256 lines
		
	
	
		
			8.3 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::RenderAssets,
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        render_graph::{self, RenderGraph},
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        render_resource::*,
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        renderer::{RenderContext, RenderDevice},
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        Render, RenderApp, RenderSet,
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    },
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    window::WindowPlugin,
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};
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use std::borrow::Cow;
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const SIZE: (u32, u32) = (1280, 720);
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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.set(WindowPlugin {
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                primary_window: Some(Window {
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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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            GameOfLifeComputePlugin,
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        ))
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        .add_systems(Startup, setup)
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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::Rgba8Unorm,
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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 image = images.add(image);
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    commands.spawn(SpriteBundle {
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        sprite: Sprite {
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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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        texture: image.clone(),
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        ..default()
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    });
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    commands.spawn(Camera2dBundle::default());
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    commands.insert_resource(GameOfLifeImage(image));
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}
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pub struct GameOfLifeComputePlugin;
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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::<GameOfLifeImage>::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.resource_mut::<RenderGraph>();
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        render_graph.add_node("game_of_life", GameOfLifeNode::default());
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        render_graph.add_node_edge(
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            "game_of_life",
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            bevy::render::main_graph::node::CAMERA_DRIVER,
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        );
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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, Deref, ExtractResource)]
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struct GameOfLifeImage(Handle<Image>);
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#[derive(Resource)]
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struct GameOfLifeImageBindGroup(BindGroup);
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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<Image>>,
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    game_of_life_image: Res<GameOfLifeImage>,
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    render_device: Res<RenderDevice>,
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) {
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    let view = &gpu_images[&game_of_life_image.0];
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    let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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        label: None,
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        layout: &pipeline.texture_bind_group_layout,
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        entries: &[BindGroupEntry {
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            binding: 0,
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            resource: BindingResource::TextureView(&view.texture_view),
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        }],
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    });
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    commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
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}
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#[derive(Resource)]
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pub 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 texture_bind_group_layout =
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            world
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                .resource::<RenderDevice>()
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                .create_bind_group_layout(&BindGroupLayoutDescriptor {
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                    label: None,
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                    entries: &[BindGroupLayoutEntry {
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                        binding: 0,
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                        visibility: ShaderStages::COMPUTE,
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                        ty: BindingType::StorageTexture {
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                            access: StorageTextureAccess::ReadWrite,
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                            format: TextureFormat::Rgba8Unorm,
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                            view_dimension: TextureViewDimension::D2,
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                        },
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                        count: None,
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                    }],
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                });
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        let shader = world
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            .resource::<AssetServer>()
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            .load("shaders/game_of_life.wgsl");
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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,
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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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                if let CachedPipelineState::Ok(_) =
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                    pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
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                {
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                    self.state = GameOfLifeState::Init;
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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;
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                }
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            }
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            GameOfLifeState::Update => {}
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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 texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().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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        pass.set_bind_group(0, texture_bind_group, &[]);
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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_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 => {
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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_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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