dawn-cmake/test/samples/compute_boids.wgsl.expected...

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#include <metal_stdlib>
using namespace metal;
struct tint_symbol_1 {
float2 a_particlePos [[attribute(0)]];
float2 a_particleVel [[attribute(1)]];
float2 a_pos [[attribute(2)]];
};
struct tint_symbol_2 {
float4 value [[position]];
};
struct tint_symbol_3 {
float4 value [[color(0)]];
};
struct Particle {
/* 0x0000 */ packed_float2 pos;
/* 0x0008 */ packed_float2 vel;
};
struct SimParams {
/* 0x0000 */ float deltaT;
/* 0x0004 */ float rule1Distance;
/* 0x0008 */ float rule2Distance;
/* 0x000c */ float rule3Distance;
/* 0x0010 */ float rule1Scale;
/* 0x0014 */ float rule2Scale;
/* 0x0018 */ float rule3Scale;
};
struct tint_array_wrapper {
/* 0x0000 */ Particle arr[5];
};
struct Particles {
/* 0x0000 */ tint_array_wrapper particles;
};
vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
float2 const a_particlePos = tint_symbol.a_particlePos;
float2 const a_particleVel = tint_symbol.a_particleVel;
float2 const a_pos = tint_symbol.a_pos;
float angle = -( atan2(a_particleVel.x, a_particleVel.y));
float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
tint_symbol_2 const tint_symbol_5 = {.value=float4((pos + a_particlePos), 0.0f, 1.0f)};
return tint_symbol_5;
}
fragment tint_symbol_3 frag_main() {
tint_symbol_3 const tint_symbol_6 = {.value=float4(1.0f, 1.0f, 1.0f, 1.0f)};
return tint_symbol_6;
}
kernel void comp_main(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], constant SimParams& params [[buffer(0)]], device Particles& particlesA [[buffer(1)]], device Particles& particlesB [[buffer(2)]]) {
uint index = gl_GlobalInvocationID.x;
if ((index >= 5u)) {
return;
}
float2 vPos = particlesA.particles.arr[index].pos;
float2 vVel = particlesA.particles.arr[index].vel;
float2 cMass = float2(0.0f, 0.0f);
float2 cVel = float2(0.0f, 0.0f);
float2 colVel = float2(0.0f, 0.0f);
int cMassCount = 0;
int cVelCount = 0;
float2 pos = 0.0f;
float2 vel = 0.0f;
{
uint i = 0u;
while (true) {
if (!((i < 5u))) {
break;
}
if ((i == index)) {
{
i = (i + 1u);
}
continue;
}
pos = particlesA.particles.arr[i].pos.xy;
vel = particlesA.particles.arr[i].vel.xy;
if (( distance(pos, vPos) < params.rule1Distance)) {
cMass = (cMass + pos);
cMassCount = (cMassCount + 1);
}
if (( distance(pos, vPos) < params.rule2Distance)) {
colVel = (colVel - (pos - vPos));
}
if (( distance(pos, vPos) < params.rule3Distance)) {
cVel = (cVel + vel);
cVelCount = (cVelCount + 1);
}
{
i = (i + 1u);
}
}
}
if ((cMassCount > 0)) {
cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
}
if ((cVelCount > 0)) {
cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
}
vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale));
vVel = ( normalize(vVel) * clamp( length(vVel), 0.0f, 0.100000001f));
vPos = (vPos + (vVel * params.deltaT));
if ((vPos.x < -1.0f)) {
vPos.x = 1.0f;
}
if ((vPos.x > 1.0f)) {
vPos.x = -1.0f;
}
if ((vPos.y < -1.0f)) {
vPos.y = 1.0f;
}
if ((vPos.y > 1.0f)) {
vPos.y = -1.0f;
}
particlesB.particles.arr[index].pos = vPos;
particlesB.particles.arr[index].vel = vVel;
return;
}