# Objective - Example `compute_shader_game_of_life` is random and not following the rules of the game of life: at each steps, it randomly reads some pixel of the current step and some of the previous step instead of only from the previous step - Fixes #9353 ## Solution - Adopted from #9678 - Added a switch of the texture displayed every frame otherwise the game of life looks wrong - Added a way to display the texture bigger so that I could manually check everything was right --------- Co-authored-by: Sludge <96552222+SludgePhD@users.noreply.github.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
		
			
				
	
	
		
			72 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
// The shader reads the previous frame's state from the `input` texture, and writes the new state of
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// each pixel to the `output` texture. The textures are flipped each step to progress the
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// simulation.
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// Two textures are needed for the game of life as each pixel of step N depends on the state of its
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// neighbors at step N-1.
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@group(0) @binding(0) var input: texture_storage_2d<r32float, read>;
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@group(0) @binding(1) var output: texture_storage_2d<r32float, write>;
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fn hash(value: u32) -> u32 {
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    var state = value;
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    state = state ^ 2747636419u;
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    state = state * 2654435769u;
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    state = state ^ state >> 16u;
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    state = state * 2654435769u;
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    state = state ^ state >> 16u;
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    state = state * 2654435769u;
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    return state;
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}
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fn randomFloat(value: u32) -> f32 {
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    return f32(hash(value)) / 4294967295.0;
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}
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@compute @workgroup_size(8, 8, 1)
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fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) {
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    let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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    let randomNumber = randomFloat(invocation_id.y << 16u | invocation_id.x);
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    let alive = randomNumber > 0.9;
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    let color = vec4<f32>(f32(alive));
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    textureStore(output, location, color);
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}
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fn is_alive(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 {
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    let value: vec4<f32> = textureLoad(input, location + vec2<i32>(offset_x, offset_y));
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    return i32(value.x);
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}
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fn count_alive(location: vec2<i32>) -> i32 {
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    return is_alive(location, -1, -1) +
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           is_alive(location, -1,  0) +
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           is_alive(location, -1,  1) +
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           is_alive(location,  0, -1) +
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           is_alive(location,  0,  1) +
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           is_alive(location,  1, -1) +
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           is_alive(location,  1,  0) +
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           is_alive(location,  1,  1);
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}
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@compute @workgroup_size(8, 8, 1)
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fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
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    let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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    let n_alive = count_alive(location);
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    var alive: bool;
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    if (n_alive == 3) {
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        alive = true;
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    } else if (n_alive == 2) {
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        let currently_alive = is_alive(location, 0, 0);
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        alive = bool(currently_alive);
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    } else {
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        alive = false;
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    }
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    let color = vec4<f32>(f32(alive));
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    textureStore(output, location, color);
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}
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