Fix issues

This commit is contained in:
Andras Schmelczer 2023-04-16 14:05:47 +01:00
commit 5feb7c929d
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GPG key ID: FC8F2C3D3D1A718C
12 changed files with 190 additions and 113 deletions

View file

@ -1,4 +1,4 @@
import { AGENT_SIZE, Agent } from './agent';
import { AGENT_SIZE_IN_BYTES, Agent } from './agent';
import shader from './agent.wgsl';
export class AgentPipeline {
@ -8,11 +8,16 @@ export class AgentPipeline {
private readonly pipeline: GPUComputePipeline;
private readonly uniforms: GPUBuffer;
private readonly agentsBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTexture;
private previousTrailMapOut?: GPUTexture;
public constructor(private readonly device: GPUDevice, agents: Array<Agent>) {
if (agents.length === 0) {
throw new Error('No agents provided');
}
this.pipeline = device.createComputePipeline({
layout: 'auto',
compute: {
@ -29,16 +34,16 @@ export class AgentPipeline {
});
const serializedAgents = new Float32Array(
new ArrayBuffer(agents.length * AGENT_SIZE)
new ArrayBuffer(agents.length * AGENT_SIZE_IN_BYTES)
);
agents.forEach((agent, index) => {
serializedAgents[index * 4 + 0] = agent.position[0];
serializedAgents[index * 4 + 1] = agent.position[1];
serializedAgents[index * 4 + 2] = agent.angle;
agents.forEach((agent, i) => {
serializedAgents[i * 4 + 0] = agent.position[0];
serializedAgents[i * 4 + 1] = agent.position[1];
serializedAgents[i * 4 + 2] = agent.angle;
});
this.agentsBuffer = device.createBuffer({
size: agents.length * AGENT_SIZE,
size: agents.length * AGENT_SIZE_IN_BYTES,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST,
});
@ -97,7 +102,9 @@ export class AgentPipeline {
passEncoder.setPipeline(this.pipeline);
passEncoder.setBindGroup(0, this.bindGroup);
passEncoder.dispatchWorkgroups(
Math.ceil(this.agentsBuffer.size / AGENT_SIZE / AgentPipeline.WORKGROUP_SIZE)
Math.ceil(
this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
)
);
passEncoder.end();
}

View file

@ -5,4 +5,4 @@ export interface Agent {
angle: number;
}
export const AGENT_SIZE = 4;
export const AGENT_SIZE_IN_BYTES = 4 * 4;

View file

@ -18,7 +18,7 @@ struct Settings {
};
@group(0) @binding(0) var<uniform> settings : Settings;
@group(0) @binding(1) var<storage, read_write> agents: array<Agent>;
@group(0) @binding(1) var<storage, read_write> agents : array<Agent>;
@group(0) @binding(2) var TrailMapIn : texture_2d<f32>;
@group(0) @binding(3) var TrailMapOut : texture_storage_2d<rgba16float, write>;
@ -46,8 +46,6 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
var agent = agents[id];
var random = f32(hash(
u32(
agent.position.y * f32(settings.width) + agent.position.x

View file

@ -1,34 +1,28 @@
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>,
}
@vertex
fn vertex(@builtin(vertex_index) i : u32) -> VertexOutput {
var pos = array<vec2<f32>, 4>(
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
vec2(1.0, 1.0),
vec2(1.0, -1.0),
);
var output : VertexOutput;
output.Position = vec4<f32>(pos[i], 0.0, 1.0);
output.fragUV = output.Position.xy * 0.5 + 0.5;
return output;
}
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var TargetTexture : texture_2d<f32>;
struct Settings {
size : vec2<f32>,
diffusionRate : f32,
decayRate : f32,
deltaTime : f32,
};
@group(0) @binding(0) var<uniform> settings : Settings;
@group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var trailMap : texture_2d<f32>;
@fragment
fn fragment(@location(0) fragUV: vec2<f32>) -> @location(0) vec4<f32> {
// return vec4(1.0, 0.0, 0.0, 1.0);
return mix(
vec4(textureSample(TargetTexture, mySampler, fragUV).rgb, 0.1),
vec4(1.0, 1.0, 1.0, 1.0),
0.01
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let current = textureSample(trailMap, Sampler, uv).rgb;
let neighbours: vec3<f32> = (
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size).rgb
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size).rgb
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size).rgb
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size).rgb
);
return vec4(mix(
current,
neighbours / 4.0,
settings.diffusionRate
) * (1.0 - settings.decayRate), 1.0);
}

View file

@ -1,19 +1,23 @@
import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
import shader from './diffuse.wgsl';
export class DiffusionPipeline {
private static readonly UNIFORM_COUNT = 6;
private readonly pipeline: GPURenderPipeline;
private readonly uniforms: GPUBuffer;
private readonly quadVertexBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousTrailMapIn?: GPUTexture;
public constructor(private readonly device: GPUDevice) {
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: device.createShaderModule({
code: shader,
}),
entryPoint: 'vertex',
},
vertex,
fragment: {
module: device.createShaderModule({
code: shader,
@ -29,6 +33,31 @@ export class DiffusionPipeline {
topology: 'triangle-strip',
},
});
this.uniforms = this.device.createBuffer({
size: DiffusionPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
public setParameters({
width,
height,
diffusionRate,
decayRate,
deltaTime,
}: {
width: number;
height: number;
diffusionRate: number;
decayRate: number;
deltaTime: number;
}) {
this.device.queue.writeBuffer(
this.uniforms,
0,
new Float32Array([width, height, diffusionRate, decayRate, deltaTime])
);
}
public execute(
@ -49,11 +78,12 @@ export class DiffusionPipeline {
],
};
const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPassEncoder.setBindGroup(0, this.bindGroup!);
renderPassEncoder.setPipeline(this.pipeline);
renderPassEncoder.draw(4, 1);
renderPassEncoder.end();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setBindGroup(0, this.bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private ensureBindGroupExists(trailMapIn: GPUTexture) {
@ -63,13 +93,19 @@ export class DiffusionPipeline {
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: this.device.createSampler({
magFilter: 'linear',
minFilter: 'linear',
}),
},
{
binding: 1,
binding: 2,
resource: trailMapIn.createView(),
},
],

View file

@ -1,7 +1,10 @@
import { setUpFullScreenQuad } from '../../utils/full-screen-quad';
import shader from './render.wgsl';
export class RenderPipeline {
private readonly pipeline: GPURenderPipeline;
private readonly quadVertexBuffer: GPUBuffer;
private bindGroup?: GPUBindGroup;
private previousColorTexture?: GPUTexture;
@ -10,14 +13,12 @@ export class RenderPipeline {
private readonly device: GPUDevice,
preferredCanvasFormat: GPUTextureFormat
) {
const { buffer, vertex } = setUpFullScreenQuad(device);
this.quadVertexBuffer = buffer;
this.pipeline = device.createRenderPipeline({
layout: 'auto',
vertex: {
module: device.createShaderModule({
code: shader,
}),
entryPoint: 'vertex',
},
vertex,
fragment: {
module: device.createShaderModule({
code: shader,
@ -42,17 +43,18 @@ export class RenderPipeline {
colorAttachments: [
{
view: this.context.getCurrentTexture().createView(),
clearValue: { r: 0.0, g: 0.0, b: 0.0, a: 1.0 },
clearValue: { r: 1.0, g: 1.0, b: 1.0, a: 1.0 },
loadOp: 'clear',
storeOp: 'store',
},
],
};
const renderPassEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPassEncoder.setBindGroup(0, this.bindGroup);
renderPassEncoder.setPipeline(this.pipeline);
renderPassEncoder.draw(4, 1);
renderPassEncoder.end();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(this.pipeline);
passEncoder.setVertexBuffer(0, this.quadVertexBuffer);
passEncoder.setBindGroup(0, this.bindGroup);
passEncoder.draw(4, 1);
passEncoder.end();
}
private ensureBindGroupExists(colorTexture: GPUTexture) {

View file

@ -1,30 +1,8 @@
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>,
}
@vertex
fn vertex(@builtin(vertex_index) i : u32) -> VertexOutput {
var pos = array<vec2<f32>, 4>(
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
vec2(1.0, 1.0),
vec2(1.0, -1.0),
);
var output : VertexOutput;
output.Position = vec4<f32>(pos[i], 0.0, 1.0);
output.fragUV = output.Position.xy * 0.5 + 0.5;
return output;
}
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var TargetTexture : texture_2d<f32>;
@fragment
fn fragment(@location(0) fragUV: vec2<f32>) -> @location(0) vec4<f32> {
// return vec4(1.0, 0.0, 0.0, 1.0);
return textureSample(TargetTexture, mySampler, fragUV);
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(TargetTexture, mySampler, uv) * 10.0;
}