1#import bevy_hanabi::vfx_common::{2 ChildInfo, ChildInfoBuffer, DispatchIndirectArgs, SimParams, Spawner,3 EM_OFFSET_ALIVE_COUNT, EM_OFFSET_MAX_UPDATE, EM_OFFSET_CAPACITY,4 EM_OFFSET_MAX_SPAWN, EM_OFFSET_INDIRECT_DISPATCH_INDEX, DRAW_INDEXED_INDIRECT_STRIDE,5 EM_OFFSET_INDIRECT_WRITE_INDEX, EFFECT_METADATA_STRIDE6}8@group(0) @binding(0) var<uniform> sim_params : SimParams;10// Tightly packed array of EffectMetadata[], accessed as u32 array.11@group(1) @binding(0) var<storage, read_write> effect_metadata_buffer : array<u32>;12@group(1) @binding(1) var<storage, read_write> dispatch_indirect_buffer : array<DispatchIndirectArgs>;13// Tightly packed array of DrawIndexedIndirectArgs[], accessed as u32 array. This can contain14// some DrawIndirectArgs[] instead, but in that case the stride is adjusted so all rows have15// the same size. Since we access the instance_count, which is at the same position in both,16// we ignore their size difference (the non-indexed one is padded).17@group(1) @binding(2) var<storage, read_write> draw_indirect_buffer : array<u32>;19@group(2) @binding(0) var<storage, read_write> spawner_buffer : array<Spawner>;20@group(2) @binding(1) var<storage, read_write> prefix_sum : array<u32>;22#ifdef HAS_GPU_SPAWN_EVENTS23@group(3) @binding(0) var<storage, read_write> child_info_buffer : ChildInfoBuffer;24#endif26/// Perform per-instance update between the init and update passes.27///28/// This is invoked once per instance, with the global invocation ID indexing the list of spawners,29/// which is re-uploaded each frame so is guaranteed to be a tightly packed array with exactly the30/// number of 31@compute @workgroup_size(64)32fn main(@builtin(global_invocation_id) global_invocation_id: vec3<u32>) {33 // Cap at maximum number of effects34 let global_effect_index = global_invocation_id.x;35 if (global_effect_index >= sim_params.num_effects) {36 return;37 }39#ifdef HAS_GPU_SPAWN_EVENTS40 // Clear any GPU event. The indexing is inconsistent here (indexing child info buffer with an41 // effect instance), but is safe because there are always less child effects than there are effects42 // in total, so the index will always cover the entire child info array. And we're only resetting43 // a value so don't read anything, so only need to visit each entry once but the order doesn't matter.44 if (global_effect_index < arrayLength(&child_info_buffer.rows)) {45 child_info_buffer.rows[global_effect_index].event_count = 0;46 }47#endif49 let spawner = &spawner_buffer[global_effect_index];51 let effect_metadata_index = (*spawner).effect_metadata_index;52 let em_base = EFFECT_METADATA_STRIDE * effect_metadata_index;54 // Clear the rendering instance count, which will be upgraded by the update pass55 // with the particles actually alive at the end of their update (after aged).56 let draw_indirect_index = (*spawner).draw_indirect_index;57 let dri_base = DRAW_INDEXED_INDIRECT_STRIDE * draw_indirect_index;58 draw_indirect_buffer[dri_base + 1u] = 0u;60 let capacity = effect_metadata_buffer[em_base + EM_OFFSET_CAPACITY];61 let alive_count = effect_metadata_buffer[em_base + EM_OFFSET_ALIVE_COUNT];62 let dead_count = capacity - alive_count;64 // Prepare to rebuild the prefix sum of active instances by storing in the prefix sum array65 // the actual number of alive particles for each instance. We will build the prefix sum in66 // the next pass (vfx_prefix_sum) once that's done.67 // The prefix sums and spawners are allocated in sync, so are indexed with the same index value.68 prefix_sum[global_effect_index] = alive_count;70 // Update max_update from current value of alive_count, so that the71 // update pass coming next can cap its threads to this value, while also72 // atomically modifying alive_count itself for next frame.73 effect_metadata_buffer[em_base + EM_OFFSET_MAX_UPDATE] = alive_count;75 // Copy the number of dead particles to a constant location, so that the76 // init pass on next frame can atomically modify alive_count in parallel77 // yet still read its initial value at the beginning of the init pass,78 // and limit the number of particles spawned to the number of dead79 // particles to recycle.80 effect_metadata_buffer[em_base + EM_OFFSET_MAX_SPAWN] = dead_count;82 // Calculate the number of workgroups (thread groups) to dispatch for the update83 // pass, which is the number of alive particles rounded up to 64 (workgroup_size).84 let indirect_dispatch_index = effect_metadata_buffer[em_base + EM_OFFSET_INDIRECT_DISPATCH_INDEX];85 dispatch_indirect_buffer[indirect_dispatch_index].x = (alive_count + 63u) >> 6u;86 dispatch_indirect_buffer[indirect_dispatch_index].y = 1u;87 dispatch_indirect_buffer[indirect_dispatch_index].z = 1u;89 // Swap ping/pong buffers. The update pass always writes into ping, and both the update90 // pass and the render pass always read from pong.91 let ping = effect_metadata_buffer[em_base + EM_OFFSET_INDIRECT_WRITE_INDEX];92 let pong = 1u - ping;93 effect_metadata_buffer[em_base + EM_OFFSET_INDIRECT_WRITE_INDEX] = pong;95 // Copy the new pong into the spawner buffer, which will be used during rendering96 // to determine where to read particle indices.97 (*spawner).render_indirect_read_index = pong;98}