Generate agents with compute shader
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15 changed files with 206 additions and 154 deletions
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import random from '../../../utils/graphics/random.wgsl';
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import { smartCompile } from '../../../utils/graphics/smart-compile';
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import { CommonState } from '../../common-state/common-state';
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import { AGENT_SIZE_IN_BYTES, Agent } from '../agent';
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import shader from './agent-generation.wgsl';
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import agentSchema from './agent-schema.wgsl';
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export class AgentGenerationPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private bindGroup?: GPUBindGroup;
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public constructor(
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private readonly device: GPUDevice,
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private readonly commonState: CommonState
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) {
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this.bindGroupLayout = device.createBindGroupLayout({
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entries: [
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{
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binding: 1,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'storage',
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},
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},
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],
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});
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this.pipeline = device.createComputePipeline({
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layout: device.createPipelineLayout({
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bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
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}),
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compute: {
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module: smartCompile(device, CommonState.shaderCode, random, agentSchema, shader),
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entryPoint: 'main',
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},
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});
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}
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public generateAgents(agentCount: number): GPUBuffer {
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if (agentCount <= 0 || agentCount != Math.floor(agentCount)) {
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throw new Error('Agent count must be a positive integer');
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}
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const agentsBuffer = this.device.createBuffer({
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size: agentCount * AGENT_SIZE_IN_BYTES,
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usage: GPUBufferUsage.STORAGE,
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});
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this.bindGroup = this.device.createBindGroup({
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 1,
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resource: {
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buffer: agentsBuffer,
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},
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},
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],
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});
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const commandEncoder = this.device.createCommandEncoder();
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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this.commonState.execute(passEncoder);
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passEncoder.setBindGroup(1, this.bindGroup);
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passEncoder.dispatchWorkgroups(
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Math.ceil(agentCount / AgentGenerationPipeline.WORKGROUP_SIZE)
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);
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passEncoder.end();
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this.device.queue.submit([commandEncoder.finish()]);
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return agentsBuffer;
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}
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}
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