Refactor & improve
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b51cba28ad
commit
b3d9229af5
22 changed files with 713 additions and 334 deletions
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@ -1,31 +1,39 @@
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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 { CommonParameters } from '../common-parameters';
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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 { AgentSettings } from './agent-settings';
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import shader from './agent.wgsl';
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export class AgentPipeline {
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private static readonly WORKGROUP_SIZE = 64;
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private static readonly UNIFORM_COUNT = 10;
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private static readonly UNIFORM_COUNT = 5;
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private readonly bindGroupLayout: GPUBindGroupLayout;
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private readonly pipeline: GPUComputePipeline;
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private readonly uniforms: GPUBuffer;
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private readonly agentsBuffer: GPUBuffer;
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private bindGroup?: GPUBindGroup;
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private previousTrailMapIn?: GPUTexture;
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private previousTrailMapOut?: GPUTexture;
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private previousTrailMapIn?: GPUTextureView;
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private previousTrailMapOut?: GPUTextureView;
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public constructor(private readonly device: GPUDevice, agents: Array<Agent>) {
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public constructor(
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private readonly device: GPUDevice,
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agents: Array<Agent>,
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private readonly commonState: CommonState
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) {
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if (agents.length === 0) {
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throw new Error('No agents provided');
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}
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this.bindGroupLayout = device.createBindGroupLayout(AgentPipeline.bindGroupLayout);
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this.pipeline = device.createComputePipeline({
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layout: 'auto',
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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, random, shader),
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module: smartCompile(device, CommonState.shaderCode, shader),
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entryPoint: 'main',
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},
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});
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@ -55,42 +63,36 @@ export class AgentPipeline {
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}
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public setParameters({
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canvasSize,
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deltaTime,
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time,
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brushTrailWeight,
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moveSpeed,
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turnSpeed,
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sensorAngleDegrees,
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sensorOffsetDst,
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}: CommonParameters & AgentSettings) {
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}: AgentSettings) {
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this.device.queue.writeBuffer(
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this.uniforms,
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0,
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new Float32Array([
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canvasSize[0],
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canvasSize[1],
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deltaTime,
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time,
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brushTrailWeight,
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moveSpeed * deltaTime,
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turnSpeed * deltaTime,
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moveSpeed,
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turnSpeed,
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(sensorAngleDegrees * Math.PI) / 180,
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sensorOffsetDst,
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])
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);
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}
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public execute(
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public executeRenderPass(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTexture,
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trailMapOut: GPUTexture
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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this.ensureBindGroupExists(trailMapIn, trailMapOut);
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const passEncoder = commandEncoder.beginComputePass();
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passEncoder.setPipeline(this.pipeline);
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passEncoder.setBindGroup(0, this.bindGroup);
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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(
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this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
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@ -99,13 +101,32 @@ export class AgentPipeline {
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passEncoder.end();
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}
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private ensureBindGroupExists(trailMapIn: GPUTexture, trailMapOut: GPUTexture) {
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public execute(
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commandEncoder: GPUCommandEncoder,
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trailMapIn: GPUTextureView,
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trailMapOut: GPUTextureView
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) {
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this.ensureBindGroupExists(trailMapIn, trailMapOut);
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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(
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this.agentsBuffer.size / AGENT_SIZE_IN_BYTES / AgentPipeline.WORKGROUP_SIZE
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)
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);
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passEncoder.end();
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}
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private ensureBindGroupExists(trailMapIn: GPUTextureView, trailMapOut: GPUTextureView) {
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if (
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this.previousTrailMapIn !== trailMapIn ||
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this.previousTrailMapOut !== trailMapOut
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) {
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this.bindGroup = this.device.createBindGroup({
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layout: this.pipeline.getBindGroupLayout(0),
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layout: this.bindGroupLayout,
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entries: [
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{
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binding: 0,
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@ -121,11 +142,11 @@ export class AgentPipeline {
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},
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{
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binding: 2,
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resource: trailMapIn.createView(),
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resource: trailMapIn,
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},
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{
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binding: 3,
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resource: trailMapOut.createView(),
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resource: trailMapOut,
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},
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],
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});
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@ -139,4 +160,39 @@ export class AgentPipeline {
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this.uniforms.destroy();
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this.agentsBuffer.destroy();
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}
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private static get bindGroupLayout(): GPUBindGroupLayoutDescriptor {
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return {
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entries: [
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{
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binding: 0,
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visibility: GPUShaderStage.COMPUTE,
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buffer: {
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type: 'uniform',
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},
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},
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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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binding: 2,
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visibility: GPUShaderStage.COMPUTE,
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texture: {
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sampleType: 'float',
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},
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},
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{
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binding: 3,
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visibility: GPUShaderStage.COMPUTE,
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storageTexture: {
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format: 'rgba16float',
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},
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},
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],
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};
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}
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}
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