This commit is contained in:
Andras Schmelczer 2026-05-21 07:43:10 +01:00
commit 6bc125be1c
104 changed files with 3084 additions and 2410 deletions

View file

@ -1,5 +1,4 @@
const AGENT_WORKGROUP_SIZE = 64;
export const AGENT_MAX_DISPATCHABLE_COUNT = 65_535 * AGENT_WORKGROUP_SIZE;
export const AGENT_WORKGROUP_SIZE = 64;
export const dispatchAgentWorkgroups = (
passEncoder: GPUComputePassEncoder,

View file

@ -2,13 +2,13 @@ import { vec2 } from 'gl-matrix';
import { createBindGroupCache } from '../../../utils/graphics/bind-group-cache';
import { smartCompile } from '../../../utils/graphics/smart-compile';
import { AGENT_MAX_DISPATCHABLE_COUNT, dispatchAgentWorkgroups } from '../agent-dispatch';
import { dispatchAgentWorkgroups } from '../agent-dispatch';
import { AGENT_SIZE_IN_BYTES, getMaxSupportedAgentCount } from '../agent-limits';
import compactionShader from './agent-compaction.wgsl?raw';
import resizeShader from './agent-resize.wgsl?raw';
import agentSchema from './agent-schema.wgsl?raw';
export const AGENT_FLOAT_COUNT = 8;
const AGENT_SIZE_IN_BYTES = AGENT_FLOAT_COUNT * Float32Array.BYTES_PER_ELEMENT;
export { AGENT_FLOAT_COUNT } from '../agent-limits';
export class AgentGenerationPipeline {
private static readonly UNIFORM_COUNT = 4;
@ -224,15 +224,7 @@ export class AgentGenerationPipeline {
? Math.floor(value)
: 0;
return Math.min(
Number.isFinite(this.maxAgentCountUpperLimit)
? this.maxAgentCountUpperLimit
: Number.POSITIVE_INFINITY,
Math.floor(this.device.limits.maxBufferSize / AGENT_SIZE_IN_BYTES),
Math.floor(
((this.device.limits as GPUSupportedLimits).maxStorageBufferBindingSize ??
this.device.limits.maxBufferSize) / AGENT_SIZE_IN_BYTES
),
AGENT_MAX_DISPATCHABLE_COUNT,
getMaxSupportedAgentCount(this.device, this.maxAgentCountUpperLimit),
Math.max(0, requestedMaxAgentCount)
);
}

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@ -0,0 +1,25 @@
import { AGENT_WORKGROUP_SIZE } from './agent-dispatch';
export const AGENT_FLOAT_COUNT = 8;
export const AGENT_SIZE_IN_BYTES = AGENT_FLOAT_COUNT * Float32Array.BYTES_PER_ELEMENT;
export const getMaxSupportedAgentCount = (
device: GPUDevice,
maxAgentCountUpperLimit = Number.POSITIVE_INFINITY
): number => {
const storageBufferBindingSize =
device.limits.maxStorageBufferBindingSize ?? device.limits.maxBufferSize;
const upperLimit = Number.isFinite(maxAgentCountUpperLimit)
? Math.floor(maxAgentCountUpperLimit)
: Number.POSITIVE_INFINITY;
return Math.max(
0,
Math.min(
upperLimit,
Math.floor(device.limits.maxBufferSize / AGENT_SIZE_IN_BYTES),
Math.floor(storageBufferBindingSize / AGENT_SIZE_IN_BYTES),
Math.floor(device.limits.maxComputeWorkgroupsPerDimension) * AGENT_WORKGROUP_SIZE
)
);
};

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@ -1,3 +1,4 @@
import { createBindGroupCache3 } from '../../utils/graphics/bind-group-cache';
import {
createCachedFloat32BufferWrite,
writeFloat32BufferIfChanged,
@ -38,43 +39,91 @@ export interface AgentSettings {
randomTimeScale: number;
}
export class AgentPipeline {
private static readonly UNIFORM_COUNT = 30;
const UNIFORM_COUNT = 30;
export class AgentPipeline {
private readonly bindGroupLayout: GPUBindGroupLayout;
private readonly pipeline: GPUComputePipeline;
private readonly normalPipeline: GPUComputePipeline;
private readonly uniforms: GPUBuffer;
private readonly uniformValues = new Float32Array(AgentPipeline.UNIFORM_COUNT);
private readonly uniformValues = new Float32Array(UNIFORM_COUNT);
private readonly uniformUintValues = new Uint32Array(this.uniformValues.buffer);
private readonly uniformCache = createCachedFloat32BufferWrite(
AgentPipeline.UNIFORM_COUNT
);
private readonly bindGroupsByAgentsBuffer = new WeakMap<
private readonly uniformCache = createCachedFloat32BufferWrite(UNIFORM_COUNT);
private readonly bindGroupCache = createBindGroupCache3<
GPUBuffer,
WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>
>();
GPUTextureView,
GPUTextureView
>((agentsBuffer, trailMapIn, trailMapOut) =>
this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this.uniforms } },
{ binding: 1, resource: { buffer: agentsBuffer } },
{ binding: 2, resource: trailMapIn },
{ binding: 3, resource: trailMapOut },
],
})
);
private agentCount = 0;
private useIntroPipeline = true;
public constructor(
private readonly device: GPUDevice,
private readonly commonState: CommonState,
private readonly getAgentsBuffer: () => GPUBuffer // doesn't get destroyed
private readonly getAgentsBuffer: () => GPUBuffer
) {
this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
this.bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: 'uniform' },
},
{
binding: 1,
visibility: GPUShaderStage.COMPUTE,
buffer: { type: 'storage' },
},
{
binding: 2,
visibility: GPUShaderStage.COMPUTE,
texture: { sampleType: 'float' },
},
{
binding: 3,
visibility: GPUShaderStage.COMPUTE,
storageTexture: { format: 'rgba16float' },
},
],
});
const shaderModule = smartCompile(
device,
CommonState.shaderCode,
agentSchema,
shader
);
const pipelineLayout = device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
});
this.pipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [commonState.bindGroupLayout, this.bindGroupLayout],
}),
layout: pipelineLayout,
compute: {
module: smartCompile(device, CommonState.shaderCode, agentSchema, shader),
module: shaderModule,
entryPoint: 'main',
},
});
this.normalPipeline = device.createComputePipeline({
layout: pipelineLayout,
compute: {
module: shaderModule,
entryPoint: 'mainNormal',
},
});
this.uniforms = this.device.createBuffer({
size: AgentPipeline.UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
this.uniforms = device.createBuffer({
size: UNIFORM_COUNT * Float32Array.BYTES_PER_ELEMENT,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
@ -118,6 +167,7 @@ export class AgentPipeline {
introProgress?: number;
}) {
this.agentCount = agentCount;
this.useIntroPipeline = (introProgress ?? 1) < introProgressCutoff;
this.uniformValues[0] = moveSpeed * deltaTime;
this.uniformValues[1] = turnSpeed * deltaTime;
const sensorAngle = (sensorOffsetAngle * Math.PI) / 180;
@ -160,110 +210,27 @@ export class AgentPipeline {
public execute(
commandEncoder: GPUCommandEncoder,
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
trailMapOut: GPUTextureView,
timestampWrites?: GPUComputePassTimestampWrites
) {
if (this.agentCount <= 0) {
return;
}
const bindGroup = this.getBindGroup(trailMapIn, trailMapOut);
const passEncoder = commandEncoder.beginComputePass();
passEncoder.setPipeline(this.pipeline);
const passEncoder = commandEncoder.beginComputePass(
timestampWrites ? { timestampWrites } : undefined
);
passEncoder.setPipeline(this.useIntroPipeline ? this.pipeline : this.normalPipeline);
this.commonState.execute(passEncoder);
passEncoder.setBindGroup(1, bindGroup);
passEncoder.setBindGroup(
1,
this.bindGroupCache(this.getAgentsBuffer(), trailMapIn, trailMapOut)
);
dispatchAgentWorkgroups(passEncoder, this.agentCount);
passEncoder.end();
}
private getBindGroup(
trailMapIn: GPUTextureView,
trailMapOut: GPUTextureView
): GPUBindGroup {
const agentsBuffer = this.getAgentsBuffer();
let textureCache = this.bindGroupsByAgentsBuffer.get(agentsBuffer);
if (!textureCache) {
textureCache = new WeakMap<GPUTextureView, WeakMap<GPUTextureView, GPUBindGroup>>();
this.bindGroupsByAgentsBuffer.set(agentsBuffer, textureCache);
}
let outputCache = textureCache.get(trailMapIn);
if (!outputCache) {
outputCache = new WeakMap<GPUTextureView, GPUBindGroup>();
textureCache.set(trailMapIn, outputCache);
}
const cached = outputCache.get(trailMapOut);
if (cached) {
return cached;
}
const bindGroup = this.device.createBindGroup({
layout: this.bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: this.uniforms,
},
},
{
binding: 1,
resource: {
buffer: agentsBuffer,
},
},
{
binding: 2,
resource: trailMapIn,
},
{
binding: 3,
resource: trailMapOut,
},
],
});
outputCache.set(trailMapOut, bindGroup);
return bindGroup;
}
public destroy() {
this.uniforms.destroy();
}
private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
return {
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: 'uniform',
},
},
{
binding: 1,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: 'storage',
},
},
{
binding: 2,
visibility: GPUShaderStage.COMPUTE,
texture: {
sampleType: 'float',
},
},
{
binding: 3,
visibility: GPUShaderStage.COMPUTE,
storageTexture: {
format: 'rgba16float',
},
},
],
};
}
}

View file

@ -1,3 +1,5 @@
const PI: f32 = 3.14159265359;
struct Settings {
moveRate: f32,
turnRate: f32,
@ -142,7 +144,80 @@ fn main(
let nextPosition = clamp(position + step, vec2<f32>(0, 0), maxPosition);
if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y {
rotation = 3.14159265359 + random_float(randomSeed + 22695477u) - 0.5;
rotation = PI + random_float(randomSeed + 22695477u) - 0.5;
}
var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);
trailBelow = vec4<f32>(
trailBelow.rgb + channelMask * settings.individualTrailWeight,
max(trailBelow.a, 0.0)
);
textureStore(trailMapOut, vec2<i32>(nextPosition), trailBelow);
agents[id].angle = angle + rotation;
agents[id].position = nextPosition;
}
@compute @workgroup_size(64)
fn mainNormal(
@builtin(global_invocation_id) global_id: vec3<u32>
) {
let id = get_id(global_id);
if id >= settings.agentCount {
return;
}
let colorIndex = agents[id].colorIndex;
if colorIndex < 0.0 || colorIndex >= 2.5 {
return;
}
var position = agents[id].position;
var angle = agents[id].angle;
let channelMask = get_channel_mask(colorIndex);
let reactionMask = get_reaction_mask(colorIndex);
let randomSeed = random_seed(id);
let maxPosition = state.size - vec2<f32>(1.0, 1.0);
let randomTurn = random_float(randomSeed);
let direction = vec2(cos(angle), sin(angle));
let forwardSensor = sensor_position(position, direction, settings.sensorOffset, maxPosition);
let leftSensor = sensor_position(
position,
rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset,
maxPosition
);
let rightSensor = sensor_position(
position,
rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos),
settings.sensorOffset,
maxPosition
);
let trailForward = textureLoad(trailMapIn, forwardSensor, 0);
let trailLeft = textureLoad(trailMapIn, leftSensor, 0);
let trailRight = textureLoad(trailMapIn, rightSensor, 0);
let weightForward = dot(trailForward.rgb, reactionMask);
let weightLeft = dot(trailLeft.rgb, reactionMask);
let weightRight = dot(trailRight.rgb, reactionMask);
var rotation = (randomTurn - 0.5) * settings.turnWhenLost;
if weightForward >= weightLeft && weightForward >= weightRight {
rotation = rotation * settings.forwardRotationScale;
} else {
rotation += sign(weightLeft - weightRight) * settings.turnRate;
}
let nextPosition = clamp(
position + direction * settings.moveRate,
vec2<f32>(0, 0),
maxPosition
);
if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y {
rotation = PI + random_float(randomSeed + 22695477u) - 0.5;
}
var trailBelow = textureLoad(trailMapIn, vec2<i32>(nextPosition), 0);