mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Actually the ping-pong setup isn't necessary for this compute shader, since it does everything in-place.
Undid all the y-flips I could find, and they all canceled one another out, except for the glyph UVs in the fragment shader.
This commit is contained in:
@@ -103,12 +103,10 @@ export default async (canvas, config) => {
|
||||
const sceneLayout = std140(["vec2<f32>", "mat4x4<f32>", "mat4x4<f32>"]);
|
||||
const sceneBuffer = makeUniformBuffer(device, sceneLayout);
|
||||
|
||||
const cellBufferDescriptor = {
|
||||
size: numCells * std140(["vec4<f32>"]).size, // TODO: Is this correct?
|
||||
const cellsBuffer = device.createBuffer({
|
||||
size: numCells * std140(["vec4<f32>"]).size,
|
||||
usage: GPUBufferUsage.STORAGE,
|
||||
};
|
||||
const cellsPingBuffer = device.createBuffer(cellBufferDescriptor);
|
||||
const cellsPongBuffer = device.createBuffer(cellBufferDescriptor);
|
||||
});
|
||||
|
||||
const transform = mat4.create();
|
||||
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
|
||||
@@ -167,7 +165,7 @@ export default async (canvas, config) => {
|
||||
|
||||
const computeBindGroup = device.createBindGroup({
|
||||
layout: rainComputePipeline.getBindGroupLayout(0),
|
||||
entries: [configBuffer, timeBuffer, cellsPingBuffer, cellsPongBuffer]
|
||||
entries: [configBuffer, timeBuffer, cellsBuffer]
|
||||
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
|
||||
.map((resource, binding) => ({
|
||||
binding,
|
||||
@@ -177,7 +175,7 @@ export default async (canvas, config) => {
|
||||
|
||||
const renderBindGroup = device.createBindGroup({
|
||||
layout: rainRenderPipeline.getBindGroupLayout(0),
|
||||
entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsPingBuffer, cellsPongBuffer]
|
||||
entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsBuffer]
|
||||
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
|
||||
.map((resource, binding) => ({
|
||||
binding,
|
||||
@@ -225,7 +223,7 @@ export default async (canvas, config) => {
|
||||
const computePass = encoder.beginComputePass();
|
||||
computePass.setPipeline(rainComputePipeline);
|
||||
computePass.setBindGroup(0, computeBindGroup);
|
||||
computePass.dispatch(...gridSize, 1);
|
||||
computePass.dispatch(Math.ceil(gridSize[0] / 32), gridSize[1], 1);
|
||||
computePass.endPass();
|
||||
|
||||
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
|
||||
|
||||
Reference in New Issue
Block a user