forked from StrafesNET/strafe-ai
graphics state
This commit is contained in:
258
src/main.rs
258
src/main.rs
@@ -8,12 +8,12 @@ type InferenceBackend = burn::backend::Cuda<f32>;
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type TrainingBackend = Autodiff<InferenceBackend>;
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const LIMITS: wgpu::Limits = wgpu::Limits::defaults();
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const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb;
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use strafesnet_graphics::setup;
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use strafesnet_roblox_bot_file::v0;
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const SIZE_X: usize = 64;
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const SIZE_Y: usize = 36;
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const INPUT: usize = SIZE_X * SIZE_Y;
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const SIZE: glam::UVec2 = glam::uvec2(64, 36);
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const INPUT: usize = (SIZE.x * SIZE.y) as usize;
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const HIDDEN: [usize; 2] = [INPUT >> 3, INPUT >> 7];
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// MoveForward
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// MoveLeft
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@@ -24,6 +24,9 @@ const HIDDEN: [usize; 2] = [INPUT >> 3, INPUT >> 7];
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// mouse_dy
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const OUTPUT: usize = 7;
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// bytes_per_row needs to be a multiple of 256.
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const STRIDE_SIZE: u32 = (SIZE.x * size_of::<f32>() as u32).next_multiple_of(256);
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#[derive(Module, Debug)]
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struct Net<B: Backend> {
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input: Linear<B>,
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@@ -61,6 +64,140 @@ impl<B: Backend> Net<B> {
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}
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}
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struct GraphicsState {
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device: wgpu::Device,
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queue: wgpu::Queue,
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graphics: strafesnet_roblox_bot_player::graphics::Graphics,
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graphics_texture_view: wgpu::TextureView,
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output_staging_buffer: wgpu::Buffer,
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texture_data: Vec<u8>,
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}
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impl GraphicsState {
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fn new(map: &strafesnet_common::map::CompleteMap) -> Self {
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let desc = wgpu::InstanceDescriptor::new_without_display_handle_from_env();
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let instance = wgpu::Instance::new(desc);
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let (device, queue) = pollster::block_on(async {
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: None,
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})
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.await
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.unwrap();
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setup::step4::request_device(&adapter, LIMITS)
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.await
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.unwrap()
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});
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let mut graphics = strafesnet_roblox_bot_player::graphics::Graphics::new(
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&device, &queue, SIZE, FORMAT, LIMITS,
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);
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graphics.change_map(&device, &queue, map).unwrap();
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let graphics_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("RGB texture"),
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format: FORMAT,
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size: wgpu::Extent3d {
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width: SIZE.x,
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height: SIZE.y,
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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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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let graphics_texture_view = graphics_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("RGB texture view"),
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aspect: wgpu::TextureAspect::All,
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usage: Some(
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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),
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..Default::default()
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});
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let texture_data = Vec::<u8>::with_capacity((STRIDE_SIZE * SIZE.y) as usize);
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let output_staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Output staging buffer"),
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size: texture_data.capacity() as u64,
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usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
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mapped_at_creation: false,
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});
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Self {
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device,
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queue,
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graphics,
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graphics_texture_view,
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output_staging_buffer,
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texture_data,
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}
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}
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fn generate_inputs(&mut self, pos: glam::Vec3, angles: glam::Vec2, inputs: &mut Vec<f32>) {
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("wgpu encoder"),
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});
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// render!
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self.graphics
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.encode_commands(&mut encoder, &self.graphics_texture_view, pos, angles);
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// copy the depth texture into ram
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encoder.copy_texture_to_buffer(
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wgpu::TexelCopyTextureInfo {
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texture: self.graphics.depth_texture(),
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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wgpu::TexelCopyBufferInfo {
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buffer: &self.output_staging_buffer,
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layout: wgpu::TexelCopyBufferLayout {
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offset: 0,
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// This needs to be a multiple of 256.
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bytes_per_row: Some(STRIDE_SIZE),
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rows_per_image: Some(SIZE.y),
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},
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},
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wgpu::Extent3d {
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width: SIZE.x,
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height: SIZE.y,
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depth_or_array_layers: 1,
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},
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);
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self.queue.submit([encoder.finish()]);
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// map buffer
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let buffer_slice = self.output_staging_buffer.slice(..);
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let (sender, receiver) = std::sync::mpsc::channel();
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buffer_slice.map_async(wgpu::MapMode::Read, move |r| sender.send(r).unwrap());
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self.device
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.poll(wgpu::PollType::wait_indefinitely())
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.unwrap();
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receiver.recv().unwrap().unwrap();
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// copy texture inside a scope so the mapped view gets dropped
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{
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let view = buffer_slice.get_mapped_range();
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self.texture_data.extend_from_slice(&view[..]);
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}
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self.output_staging_buffer.unmap();
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// discombolulate stride
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for y in 0..SIZE.y {
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inputs.extend(
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self.texture_data[(STRIDE_SIZE * y) as usize
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..(STRIDE_SIZE * y + SIZE.x * size_of::<f32>() as u32) as usize]
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.chunks_exact(4)
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.map(|b| f32::from_le_bytes(b.try_into().unwrap())),
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)
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}
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self.texture_data.clear();
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}
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}
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fn training() {
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let gpu_id: usize = std::env::args()
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.skip(1)
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@@ -85,63 +222,11 @@ fn training() {
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let world_offset = bot.world_offset();
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let timelines = bot.timelines();
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// setup graphics
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let desc = wgpu::InstanceDescriptor::new_without_display_handle_from_env();
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let instance = wgpu::Instance::new(desc);
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let (device, queue) = pollster::block_on(async {
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: None,
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})
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.await
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.unwrap();
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setup::step4::request_device(&adapter, LIMITS)
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.await
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.unwrap()
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});
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const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb;
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let size = [SIZE_X as u32, SIZE_Y as u32].into();
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let mut graphics = strafesnet_roblox_bot_player::graphics::Graphics::new(
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&device, &queue, size, FORMAT, LIMITS,
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);
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graphics.change_map(&device, &queue, &map).unwrap();
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// setup simulation
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// run progressively longer segments of the map, starting very close to the end of the run and working the starting time backwards until the ai can run the whole map
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// set up textures
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let graphics_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("RGB texture"),
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format: FORMAT,
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size: wgpu::Extent3d {
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width: size.x,
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height: size.y,
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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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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let graphics_texture_view = graphics_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("RGB texture view"),
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aspect: wgpu::TextureAspect::All,
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usage: Some(wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING),
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..Default::default()
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});
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// bytes_per_row needs to be a multiple of 256.
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let stride_size = (size.x * size_of::<f32>() as u32).next_multiple_of(256);
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let mut texture_data = Vec::<u8>::with_capacity((stride_size * size.y) as usize);
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let output_staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Output staging buffer"),
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size: texture_data.capacity() as u64,
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usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
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mapped_at_creation: false,
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});
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// set up graphics
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let mut g = GraphicsState::new(&map);
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// training data
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let training_samples = timelines.input_events.len() - 1;
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@@ -234,64 +319,7 @@ fn training() {
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let pos = vec3(output_event.event.position) - world_offset;
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let angles = angles(output_event.event.angles);
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("wgpu encoder"),
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});
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// render!
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graphics.encode_commands(&mut encoder, &graphics_texture_view, pos, angles);
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// copy the depth texture into ram
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encoder.copy_texture_to_buffer(
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wgpu::TexelCopyTextureInfo {
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texture: graphics.depth_texture(),
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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wgpu::TexelCopyBufferInfo {
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buffer: &output_staging_buffer,
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layout: wgpu::TexelCopyBufferLayout {
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offset: 0,
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// This needs to be a multiple of 256.
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bytes_per_row: Some(stride_size as u32),
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rows_per_image: Some(size.y),
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},
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},
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wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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},
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);
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queue.submit([encoder.finish()]);
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// map buffer
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let buffer_slice = output_staging_buffer.slice(..);
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let (sender, receiver) = std::sync::mpsc::channel();
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buffer_slice.map_async(wgpu::MapMode::Read, move |r| sender.send(r).unwrap());
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device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
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receiver.recv().unwrap().unwrap();
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// copy texture inside a scope so the mapped view gets dropped
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{
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let view = buffer_slice.get_mapped_range();
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texture_data.extend_from_slice(&view[..]);
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}
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output_staging_buffer.unmap();
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// discombolulate stride
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for y in 0..size.y {
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inputs.extend(
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texture_data[(stride_size * y) as usize
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..(stride_size * y + size.x * size_of::<f32>() as u32) as usize]
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.chunks_exact(4)
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.map(|b| f32::from_le_bytes(b.try_into().unwrap())),
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)
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}
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texture_data.clear();
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g.generate_inputs(pos, angles, &mut inputs);
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}
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// normalize inputs
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