KIND OF ARBITRARY ZOOM (hangs at len 5 for some reason)
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123
src/client/render/compute/layout.rs
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123
src/client/render/compute/layout.rs
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use wgpu::{PipelineCompilationOptions, ShaderStages};
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use crate::client::render::util::ArrayBuffer;
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use super::{
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util::{Storage, Texture},
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ComputeView,
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};
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pub struct Layout {
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bind_layout: wgpu::BindGroupLayout,
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pipeline_layout: wgpu::PipelineLayout,
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format: wgpu::TextureFormat,
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pub output: Texture,
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pub view: Storage,
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pub work: ArrayBuffer<u32>,
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}
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impl Layout {
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pub fn init(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, len: usize) -> Self {
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let view = Storage::init_with(device, "view", ComputeView::default().bytes());
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let work = ArrayBuffer::init_with(
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device,
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"test",
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wgpu::BufferUsages::STORAGE,
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&work_vec(config.width, config.height, len),
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);
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let desc = wgpu::TextureDescriptor {
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label: Some("compute output"),
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8Unorm,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let output = Texture::init(
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device,
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desc,
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wgpu::TextureViewDescriptor::default(),
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wgpu::SamplerDescriptor::default(),
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);
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let bind_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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view.bind_group_layout_entry(0, true, wgpu::ShaderStages::COMPUTE),
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work.bind_group_layout_entry(
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1,
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wgpu::BufferBindingType::Storage { read_only: false },
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wgpu::ShaderStages::COMPUTE,
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),
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: output.format(),
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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],
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label: Some("compute"),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Tile Pipeline Layout"),
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bind_group_layouts: &[&bind_layout],
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push_constant_ranges: &[],
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});
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Self {
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view,
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output,
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bind_layout,
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pipeline_layout,
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work,
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format: config.format,
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}
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}
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pub fn bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.bind_layout,
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entries: &[
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self.view.bind_group_entry(0),
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self.work.bind_group_entry(1),
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self.output.view_bind_group_entry(2),
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],
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label: Some("voxel render"),
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})
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}
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pub fn pipeline(
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&self,
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device: &wgpu::Device,
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shader: &wgpu::ShaderModule,
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) -> wgpu::ComputePipeline {
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device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some("Voxel Pipeline"),
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layout: Some(&self.pipeline_layout),
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entry_point: Some("main"),
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module: shader,
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cache: None,
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compilation_options: PipelineCompilationOptions::default(),
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})
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}
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}
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pub fn work_size(width: u32, height: u32, len: usize) -> usize {
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let varwidth = (2 + len) * 2;
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(width * height) as usize * (varwidth * 2 + 1)
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}
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pub fn work_vec(width: u32, height: u32, len: usize) -> Vec<u32> {
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vec![0u32; work_size(width, height, len)]
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}
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