vulkano/examples/multi-window-game-of-life/game_of_life.rs
marc0246 4c515a81cb
Improve the examples' directory structure (#2375)
* Make each example its own workspace member

* Fix runtime-shader example

* Fix shader-include example

* Fix teapot example

* Fix `run_all.sh`

* Fix output files getting saved in cwd

* Fix spelling for examples readme filename

* Remove wrong leftover dependencies for gl-interop

* Fix pipeline-cache example

* Clearer .gitignore

* Help cargo be less useless
2023-10-29 18:46:14 +01:00

295 lines
11 KiB
Rust

// Copyright (c) 2022 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
use crate::app::App;
use cgmath::Vector2;
use rand::Rng;
use std::sync::Arc;
use vulkano::{
buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer},
command_buffer::{
allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
PrimaryAutoCommandBuffer,
},
descriptor_set::{
allocator::StandardDescriptorSetAllocator, PersistentDescriptorSet, WriteDescriptorSet,
},
device::Queue,
format::Format,
image::{view::ImageView, Image, ImageCreateInfo, ImageType, ImageUsage},
memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
pipeline::{
compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo,
ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout,
PipelineShaderStageCreateInfo,
},
sync::GpuFuture,
};
/// Pipeline holding double buffered grid & color image. Grids are used to calculate the state, and
/// color image is used to show the output. Because on each step we determine state in parallel, we
/// need to write the output to another grid. Otherwise the state would not be correctly determined
/// as one shader invocation might read data that was just written by another shader invocation.
pub struct GameOfLifeComputePipeline {
compute_queue: Arc<Queue>,
compute_life_pipeline: Arc<ComputePipeline>,
command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
life_in: Subbuffer<[u32]>,
life_out: Subbuffer<[u32]>,
image: Arc<ImageView>,
}
fn rand_grid(memory_allocator: Arc<StandardMemoryAllocator>, size: [u32; 2]) -> Subbuffer<[u32]> {
Buffer::from_iter(
memory_allocator,
BufferCreateInfo {
usage: BufferUsage::STORAGE_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
(0..(size[0] * size[1])).map(|_| rand::thread_rng().gen_range(0u32..=1)),
)
.unwrap()
}
impl GameOfLifeComputePipeline {
pub fn new(app: &App, compute_queue: Arc<Queue>, size: [u32; 2]) -> GameOfLifeComputePipeline {
let memory_allocator = app.context.memory_allocator();
let life_in = rand_grid(memory_allocator.clone(), size);
let life_out = rand_grid(memory_allocator.clone(), size);
let compute_life_pipeline = {
let device = compute_queue.device();
let cs = compute_life_cs::load(device.clone())
.unwrap()
.entry_point("main")
.unwrap();
let stage = PipelineShaderStageCreateInfo::new(cs);
let layout = PipelineLayout::new(
device.clone(),
PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage])
.into_pipeline_layout_create_info(device.clone())
.unwrap(),
)
.unwrap();
ComputePipeline::new(
device.clone(),
None,
ComputePipelineCreateInfo::stage_layout(stage, layout),
)
.unwrap()
};
let image = ImageView::new_default(
Image::new(
memory_allocator.clone(),
ImageCreateInfo {
image_type: ImageType::Dim2d,
format: Format::R8G8B8A8_UNORM,
extent: [size[0], size[1], 1],
usage: ImageUsage::TRANSFER_DST | ImageUsage::SAMPLED | ImageUsage::STORAGE,
..Default::default()
},
AllocationCreateInfo::default(),
)
.unwrap(),
)
.unwrap();
GameOfLifeComputePipeline {
compute_queue,
compute_life_pipeline,
command_buffer_allocator: app.command_buffer_allocator.clone(),
descriptor_set_allocator: app.descriptor_set_allocator.clone(),
life_in,
life_out,
image,
}
}
pub fn color_image(&self) -> Arc<ImageView> {
self.image.clone()
}
pub fn draw_life(&self, pos: Vector2<i32>) {
let mut life_in = self.life_in.write().unwrap();
let extent = self.image.image().extent();
if pos.y < 0 || pos.y >= extent[1] as i32 || pos.x < 0 || pos.x >= extent[0] as i32 {
return;
}
let index = (pos.y * extent[0] as i32 + pos.x) as usize;
life_in[index] = 1;
}
pub fn compute(
&mut self,
before_future: Box<dyn GpuFuture>,
life_color: [f32; 4],
dead_color: [f32; 4],
) -> Box<dyn GpuFuture> {
let mut builder = AutoCommandBufferBuilder::primary(
self.command_buffer_allocator.as_ref(),
self.compute_queue.queue_family_index(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
// Dispatch will mutate the builder adding commands which won't be sent before we build the
// command buffer after dispatches. This will minimize the commands we send to the GPU. For
// example, we could be doing tens of dispatches here depending on our needs. Maybe we
// wanted to simulate 10 steps at a time...
// First compute the next state.
self.dispatch(&mut builder, life_color, dead_color, 0);
// Then color based on the next state.
self.dispatch(&mut builder, life_color, dead_color, 1);
let command_buffer = builder.build().unwrap();
let finished = before_future
.then_execute(self.compute_queue.clone(), command_buffer)
.unwrap();
let after_pipeline = finished.then_signal_fence_and_flush().unwrap().boxed();
// Swap input and output so the output becomes the input for next frame.
std::mem::swap(&mut self.life_in, &mut self.life_out);
after_pipeline
}
/// Builds the command for a dispatch.
fn dispatch(
&self,
builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
life_color: [f32; 4],
dead_color: [f32; 4],
// Step determines whether we color or compute life (see branch in the shader)s.
step: i32,
) {
// Resize image if needed.
let image_extent = self.image.image().extent();
let pipeline_layout = self.compute_life_pipeline.layout();
let desc_layout = pipeline_layout.set_layouts().get(0).unwrap();
let set = PersistentDescriptorSet::new(
&self.descriptor_set_allocator,
desc_layout.clone(),
[
WriteDescriptorSet::image_view(0, self.image.clone()),
WriteDescriptorSet::buffer(1, self.life_in.clone()),
WriteDescriptorSet::buffer(2, self.life_out.clone()),
],
[],
)
.unwrap();
let push_constants = compute_life_cs::PushConstants {
life_color,
dead_color,
step,
};
builder
.bind_pipeline_compute(self.compute_life_pipeline.clone())
.unwrap()
.bind_descriptor_sets(PipelineBindPoint::Compute, pipeline_layout.clone(), 0, set)
.unwrap()
.push_constants(pipeline_layout.clone(), 0, push_constants)
.unwrap()
.dispatch([image_extent[0] / 8, image_extent[1] / 8, 1])
.unwrap();
}
}
mod compute_life_cs {
vulkano_shaders::shader! {
ty: "compute",
src: r"
#version 450
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D img;
layout(set = 0, binding = 1) buffer LifeInBuffer { uint life_in[]; };
layout(set = 0, binding = 2) buffer LifeOutBuffer { uint life_out[]; };
layout(push_constant) uniform PushConstants {
vec4 life_color;
vec4 dead_color;
int step;
} push_constants;
int get_index(ivec2 pos) {
ivec2 dims = ivec2(imageSize(img));
return pos.y * dims.x + pos.x;
}
// https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
void compute_life() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
int index = get_index(pos);
ivec2 up_left = pos + ivec2(-1, 1);
ivec2 up = pos + ivec2(0, 1);
ivec2 up_right = pos + ivec2(1, 1);
ivec2 right = pos + ivec2(1, 0);
ivec2 down_right = pos + ivec2(1, -1);
ivec2 down = pos + ivec2(0, -1);
ivec2 down_left = pos + ivec2(-1, -1);
ivec2 left = pos + ivec2(-1, 0);
int alive_count = 0;
if (life_in[get_index(up_left)] == 1) { alive_count += 1; }
if (life_in[get_index(up)] == 1) { alive_count += 1; }
if (life_in[get_index(up_right)] == 1) { alive_count += 1; }
if (life_in[get_index(right)] == 1) { alive_count += 1; }
if (life_in[get_index(down_right)] == 1) { alive_count += 1; }
if (life_in[get_index(down)] == 1) { alive_count += 1; }
if (life_in[get_index(down_left)] == 1) { alive_count += 1; }
if (life_in[get_index(left)] == 1) { alive_count += 1; }
// Dead becomes alive.
if (life_in[index] == 0 && alive_count == 3) {
life_out[index] = 1;
}
// Becomes dead.
else if (life_in[index] == 1 && alive_count < 2 || alive_count > 3) {
life_out[index] = 0;
}
// Else do nothing.
else {
life_out[index] = life_in[index];
}
}
void compute_color() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
int index = get_index(pos);
if (life_out[index] == 1) {
imageStore(img, pos, push_constants.life_color);
} else {
imageStore(img, pos, push_constants.dead_color);
}
}
void main() {
if (push_constants.step == 0) {
compute_life();
} else {
compute_color();
}
}
",
}
}