# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
67 lines
2.1 KiB
WebGPU Shading Language
67 lines
2.1 KiB
WebGPU Shading Language
@group(0) @binding(0)
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var texture: texture_storage_2d<rgba8unorm, read_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 location_f32 = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y));
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let randomNumber = randomFloat(invocation_id.y * num_workgroups.x + 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(texture, 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(texture, 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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let color = vec4<f32>(f32(n_alive) / 8.0);
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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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storageBarrier();
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textureStore(texture, location, vec4<f32>(f32(alive)));
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} |