# Objective
- Follow up to #9694
## Solution
- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.
Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Buffer {
                ty: bevy::render::render_resource::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: Some(PostProcessSettings::min_size()),
            },
            count: None,
        },
    ],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
    "post_process_bind_group_layout"),
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            texture_2d_f32(),
            sampler(SamplerBindingType::Filtering),
            uniform_buffer(false, Some(PostProcessSettings::min_size())),
        ),
    ),
);
```
Here's a more extreme example in bevy_solari:
86dab7f5da
---
## Changelog
- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.
## Migration Guide
`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately
```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
});
// 0.13
let layout = render_device.create_bind_group_layout(
	"post_process_bind_group_layout",
    &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
);
```
## TODO
- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
		
	
			
		
			
				
	
	
		
			244 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			244 lines
		
	
	
		
			7.8 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::{binding_types::texture_storage_2d, *},
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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.get(&game_of_life_image.0).unwrap();
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    let bind_group = render_device.create_bind_group(
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        None,
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        &pipeline.texture_bind_group_layout,
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        &BindGroupEntries::single(&view.texture_view),
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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 = world.resource::<RenderDevice>().create_bind_group_layout(
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            None,
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            &BindGroupLayoutEntries::single(
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                ShaderStages::COMPUTE,
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                texture_storage_2d(TextureFormat::Rgba8Unorm, StorageTextureAccess::ReadWrite),
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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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