mach/src/core/examples/sysgpu/boids/main.zig
Stephen Gutekanst 07d9855f73 core: examples: update import path style
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2024-04-19 19:05:18 -07:00

270 lines
9 KiB
Zig

/// A port of Austin Eng's "computeBoids" webgpu sample.
/// https://github.com/austinEng/webgpu-samples/blob/main/src/sample/computeBoids/main.ts
const std = @import("std");
const mach = @import("mach");
const core = mach.core;
const gpu = core.gpu;
title_timer: core.Timer,
timer: core.Timer,
compute_pipeline: *gpu.ComputePipeline,
render_pipeline: *gpu.RenderPipeline,
sprite_vertex_buffer: *gpu.Buffer,
particle_buffers: [2]*gpu.Buffer,
particle_bind_groups: [2]*gpu.BindGroup,
sim_param_buffer: *gpu.Buffer,
frame_counter: usize,
pub const App = @This();
pub const mach_core_options = core.ComptimeOptions{
.use_wgpu = false,
.use_sysgpu = true,
};
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const num_particle = 1500;
var sim_params = [_]f32{
0.04, // .delta_T
0.1, // .rule_1_distance
0.025, // .rule_2_distance
0.025, // .rule_3_distance
0.02, // .rule_1_scale
0.05, // .rule_2_scale
0.005, // .rule_3_scale
};
pub fn init(app: *App) !void {
try core.init(.{});
const sprite_shader_module = core.device.createShaderModuleWGSL(
"sprite.wgsl",
@embedFile("sprite.wgsl"),
);
defer sprite_shader_module.release();
const update_sprite_shader_module = core.device.createShaderModuleWGSL(
"updateSprites.wgsl",
@embedFile("updateSprites.wgsl"),
);
defer update_sprite_shader_module.release();
const instanced_particles_attributes = [_]gpu.VertexAttribute{
.{
// instance position
.shader_location = 0,
.offset = 0,
.format = .float32x2,
},
.{
// instance velocity
.shader_location = 1,
.offset = 2 * 4,
.format = .float32x2,
},
};
const vertex_buffer_attributes = [_]gpu.VertexAttribute{
.{
// vertex positions
.shader_location = 2,
.offset = 0,
.format = .float32x2,
},
};
const render_pipeline = core.device.createRenderPipeline(&gpu.RenderPipeline.Descriptor{
.vertex = gpu.VertexState.init(.{
.module = sprite_shader_module,
.entry_point = "vert_main",
.buffers = &.{
gpu.VertexBufferLayout.init(.{
// instanced particles buffer
.array_stride = 4 * 4,
.step_mode = .instance,
.attributes = &instanced_particles_attributes,
}),
gpu.VertexBufferLayout.init(.{
// vertex buffer
.array_stride = 2 * 4,
.step_mode = .vertex,
.attributes = &vertex_buffer_attributes,
}),
},
}),
.fragment = &gpu.FragmentState.init(.{
.module = sprite_shader_module,
.entry_point = "frag_main",
.targets = &[_]gpu.ColorTargetState{.{
.format = core.descriptor.format,
}},
}),
});
const compute_pipeline = core.device.createComputePipeline(&gpu.ComputePipeline.Descriptor{ .compute = gpu.ProgrammableStageDescriptor{
.module = update_sprite_shader_module,
.entry_point = "main",
} });
const vert_buffer_data = [_]f32{
-0.01, -0.02, 0.01,
-0.02, 0.0, 0.02,
};
const sprite_vertex_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{
.label = "sprite_vertex_buffer",
.usage = .{ .vertex = true },
.mapped_at_creation = .true,
.size = vert_buffer_data.len * @sizeOf(f32),
});
const vertex_mapped = sprite_vertex_buffer.getMappedRange(f32, 0, vert_buffer_data.len);
@memcpy(vertex_mapped.?, vert_buffer_data[0..]);
sprite_vertex_buffer.unmap();
const sim_param_buffer = core.device.createBuffer(&gpu.Buffer.Descriptor{
.label = "sim_param_buffer",
.usage = .{ .uniform = true, .copy_dst = true },
.size = sim_params.len * @sizeOf(f32),
});
core.queue.writeBuffer(sim_param_buffer, 0, sim_params[0..]);
var initial_particle_data: [num_particle * 4]f32 = undefined;
var rng = std.rand.DefaultPrng.init(0);
const random = rng.random();
var i: usize = 0;
while (i < num_particle) : (i += 1) {
initial_particle_data[4 * i + 0] = 2 * (random.float(f32) - 0.5);
initial_particle_data[4 * i + 1] = 2 * (random.float(f32) - 0.5);
initial_particle_data[4 * i + 2] = 2 * (random.float(f32) - 0.5) * 0.1;
initial_particle_data[4 * i + 3] = 2 * (random.float(f32) - 0.5) * 0.1;
}
var particle_buffers: [2]*gpu.Buffer = undefined;
var particle_bind_groups: [2]*gpu.BindGroup = undefined;
i = 0;
while (i < 2) : (i += 1) {
particle_buffers[i] = core.device.createBuffer(&gpu.Buffer.Descriptor{
.label = "particle_buffer",
.mapped_at_creation = .true,
.usage = .{
.vertex = true,
.storage = true,
},
.size = initial_particle_data.len * @sizeOf(f32),
});
const mapped = particle_buffers[i].getMappedRange(f32, 0, initial_particle_data.len);
@memcpy(mapped.?, initial_particle_data[0..]);
particle_buffers[i].unmap();
}
i = 0;
while (i < 2) : (i += 1) {
const layout = compute_pipeline.getBindGroupLayout(0);
defer layout.release();
particle_bind_groups[i] = core.device.createBindGroup(&gpu.BindGroup.Descriptor.init(.{
.layout = layout,
.entries = &.{
gpu.BindGroup.Entry.buffer(0, sim_param_buffer, 0, sim_params.len * @sizeOf(f32), sim_params.len * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(1, particle_buffers[i], 0, initial_particle_data.len * @sizeOf(f32), 4 * @sizeOf(f32)),
gpu.BindGroup.Entry.buffer(2, particle_buffers[(i + 1) % 2], 0, initial_particle_data.len * @sizeOf(f32), 4 * @sizeOf(f32)),
},
}));
}
app.* = .{
.timer = try core.Timer.start(),
.title_timer = try core.Timer.start(),
.compute_pipeline = compute_pipeline,
.render_pipeline = render_pipeline,
.sprite_vertex_buffer = sprite_vertex_buffer,
.particle_buffers = particle_buffers,
.particle_bind_groups = particle_bind_groups,
.sim_param_buffer = sim_param_buffer,
.frame_counter = 0,
};
}
pub fn deinit(app: *App) void {
defer _ = gpa.deinit();
defer core.deinit();
app.compute_pipeline.release();
app.render_pipeline.release();
app.sprite_vertex_buffer.release();
for (app.particle_buffers) |particle_buffer| particle_buffer.release();
for (app.particle_bind_groups) |particle_bind_group| particle_bind_group.release();
app.sim_param_buffer.release();
}
pub fn update(app: *App) !bool {
const delta_time = app.timer.lap();
var iter = core.pollEvents();
while (iter.next()) |event| {
if (event == .close) return true;
}
const back_buffer_view = core.swap_chain.getCurrentTextureView().?;
const color_attachment = gpu.RenderPassColorAttachment{
.view = back_buffer_view,
.clear_value = std.mem.zeroes(gpu.Color),
.load_op = .clear,
.store_op = .store,
};
const render_pass_descriptor = gpu.RenderPassDescriptor.init(.{
.color_attachments = &.{
color_attachment,
},
});
sim_params[0] = @as(f32, @floatCast(delta_time));
core.queue.writeBuffer(app.sim_param_buffer, 0, sim_params[0..]);
const command_encoder = core.device.createCommandEncoder(null);
{
const pass_encoder = command_encoder.beginComputePass(null);
pass_encoder.setPipeline(app.compute_pipeline);
pass_encoder.setBindGroup(0, app.particle_bind_groups[app.frame_counter % 2], null);
pass_encoder.dispatchWorkgroups(@as(u32, @intFromFloat(@ceil(@as(f32, num_particle) / 64))), 1, 1);
pass_encoder.end();
pass_encoder.release();
}
{
const pass_encoder = command_encoder.beginRenderPass(&render_pass_descriptor);
pass_encoder.setPipeline(app.render_pipeline);
pass_encoder.setVertexBuffer(0, app.particle_buffers[(app.frame_counter + 1) % 2], 0, num_particle * 4 * @sizeOf(f32));
pass_encoder.setVertexBuffer(1, app.sprite_vertex_buffer, 0, 6 * @sizeOf(f32));
pass_encoder.draw(3, num_particle, 0, 0);
pass_encoder.end();
pass_encoder.release();
}
app.frame_counter += 1;
if (app.frame_counter % 60 == 0) {
std.log.info("Frame {}", .{app.frame_counter});
}
var command = command_encoder.finish(null);
command_encoder.release();
core.queue.submit(&[_]*gpu.CommandBuffer{command});
command.release();
core.swap_chain.present();
back_buffer_view.release();
// update the window title every second
if (app.title_timer.read() >= 1.0) {
app.title_timer.reset();
try core.printTitle("Boids [ {d}fps ] [ Input {d}hz ]", .{
core.frameRate(),
core.inputRate(),
});
}
return false;
}