rdpe 0.1.0

Reaction Diffusion Particle Engine - GPU particle simulations made easy
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
//! GPU spatial hashing infrastructure
//!
//! Handles Morton code computation, radix sort, and cell table building.

use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;

use crate::spatial::{SpatialConfig, MORTON_WGSL};

const WORKGROUP_SIZE: u32 = 256;
const RADIX_BITS: u32 = 4;
const RADIX_SIZE: u32 = 16; // 2^4

/// Calculate number of sort passes needed based on grid resolution.
/// Morton codes use 3 * log2(grid_resolution) bits.
/// Always returns an even number so final result is in buffer A (for build_cells bind group).
fn calculate_sort_passes(grid_resolution: u32) -> u32 {
    let bits_per_axis = (grid_resolution as f32).log2().ceil() as u32;
    let total_bits = bits_per_axis * 3; // Morton code interleaves 3 axes
    let passes = total_bits.div_ceil(RADIX_BITS);
    // Round up to even number so result ends in buffer A
    if passes % 2 == 1 { passes + 1 } else { passes }
}

/// GPU-side parameters for spatial hashing, uploaded to shaders.
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct SpatialParams {
    pub cell_size: f32,
    pub grid_resolution: u32,
    pub num_particles: u32,
    pub max_neighbors: u32,
}

#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct SortParams {
    num_elements: u32,
    bit_offset: u32,
    _pad0: u32,
    _pad1: u32,
}

/// GPU resources for spatial hashing
#[allow(dead_code)] // Fields used indirectly via bind groups
pub struct SpatialGpu {
    // Buffers
    morton_codes_a: wgpu::Buffer,
    morton_codes_b: wgpu::Buffer,
    pub particle_indices_a: wgpu::Buffer,
    particle_indices_b: wgpu::Buffer,
    histogram: wgpu::Buffer,
    pub cell_start: wgpu::Buffer,
    pub cell_end: wgpu::Buffer,
    pub spatial_params_buffer: wgpu::Buffer,
    pub sort_params_buffer: wgpu::Buffer,

    // Pipelines
    compute_morton_pipeline: wgpu::ComputePipeline,
    histogram_pipeline: wgpu::ComputePipeline,
    prefix_sum_pipeline: wgpu::ComputePipeline,
    scatter_pipeline: wgpu::ComputePipeline,
    build_cells_pipeline: wgpu::ComputePipeline,
    clear_histogram_pipeline: wgpu::ComputePipeline,
    clear_cells_pipeline: wgpu::ComputePipeline,

    // Bind groups (we'll need to swap for ping-pong)
    morton_bind_group: wgpu::BindGroup,
    histogram_bind_group_a: wgpu::BindGroup,
    histogram_bind_group_b: wgpu::BindGroup,
    prefix_sum_bind_group: wgpu::BindGroup,
    scatter_bind_group_a_to_b: wgpu::BindGroup,
    scatter_bind_group_b_to_a: wgpu::BindGroup,
    build_cells_bind_group: wgpu::BindGroup,
    clear_histogram_bind_group: wgpu::BindGroup,
    clear_cells_bind_group: wgpu::BindGroup,

    pub config: SpatialConfig,
    num_particles: u32,
    sort_passes: u32,
}

impl SpatialGpu {
    /// Create a new spatial hashing system for the given particle buffer and configuration.
    pub fn new(
        device: &wgpu::Device,
        particle_buffer: &wgpu::Buffer,
        num_particles: u32,
        config: SpatialConfig,
        particle_wgsl_struct: &str,
    ) -> Self {
        // Create buffers
        let buffer_size = (num_particles as usize * std::mem::size_of::<u32>()) as u64;

        let morton_codes_a = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Morton Codes A"),
            size: buffer_size,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let morton_codes_b = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Morton Codes B"),
            size: buffer_size,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let particle_indices_a = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Particle Indices A"),
            size: buffer_size,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let particle_indices_b = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Particle Indices B"),
            size: buffer_size,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let histogram = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Radix Histogram"),
            size: (RADIX_SIZE as usize * std::mem::size_of::<u32>()) as u64,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let total_cells = config.total_cells();
        let cell_table_size = (total_cells as usize * std::mem::size_of::<u32>()) as u64;

        let cell_start = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Cell Start"),
            size: cell_table_size,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let cell_end = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Cell End"),
            size: cell_table_size,
            usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let spatial_params = SpatialParams {
            cell_size: config.cell_size,
            grid_resolution: config.grid_resolution,
            num_particles,
            max_neighbors: config.max_neighbors,
        };

        let spatial_params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Spatial Params"),
            contents: bytemuck::cast_slice(&[spatial_params]),
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
        });

        let sort_params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Sort Params"),
            size: std::mem::size_of::<SortParams>() as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        // Create shaders and pipelines
        let (
            compute_morton_pipeline,
            histogram_pipeline,
            prefix_sum_pipeline,
            scatter_pipeline,
            build_cells_pipeline,
            clear_histogram_pipeline,
            clear_cells_pipeline,
        ) = create_pipelines(device, particle_wgsl_struct);

        // Create bind groups
        let morton_bind_group = create_morton_bind_group(
            device,
            &compute_morton_pipeline,
            particle_buffer,
            &morton_codes_a,
            &particle_indices_a,
            &spatial_params_buffer,
        );

        let histogram_bind_group_a = create_histogram_bind_group(
            device,
            &histogram_pipeline,
            &morton_codes_a,
            &histogram,
            &sort_params_buffer,
        );

        let histogram_bind_group_b = create_histogram_bind_group(
            device,
            &histogram_pipeline,
            &morton_codes_b,
            &histogram,
            &sort_params_buffer,
        );

        let prefix_sum_bind_group = create_prefix_sum_bind_group(
            device,
            &prefix_sum_pipeline,
            &histogram,
        );

        let scatter_bind_group_a_to_b = create_scatter_bind_group(
            device,
            &scatter_pipeline,
            &morton_codes_a,
            &particle_indices_a,
            &morton_codes_b,
            &particle_indices_b,
            &histogram,
            &sort_params_buffer,
        );

        let scatter_bind_group_b_to_a = create_scatter_bind_group(
            device,
            &scatter_pipeline,
            &morton_codes_b,
            &particle_indices_b,
            &morton_codes_a,
            &particle_indices_a,
            &histogram,
            &sort_params_buffer,
        );

        let build_cells_bind_group = create_build_cells_bind_group(
            device,
            &build_cells_pipeline,
            &morton_codes_a, // After even number of passes, result is in A
            &cell_start,
            &cell_end,
            &spatial_params_buffer,
        );

        let clear_histogram_bind_group = create_clear_bind_group(
            device,
            &clear_histogram_pipeline,
            &histogram,
            RADIX_SIZE,
        );

        let clear_cells_bind_group = create_clear_bind_group(
            device,
            &clear_cells_pipeline,
            &cell_start,
            total_cells,
        );

        let sort_passes = calculate_sort_passes(config.grid_resolution);

        Self {
            morton_codes_a,
            morton_codes_b,
            particle_indices_a,
            particle_indices_b,
            histogram,
            cell_start,
            cell_end,
            spatial_params_buffer,
            sort_params_buffer,
            compute_morton_pipeline,
            histogram_pipeline,
            prefix_sum_pipeline,
            scatter_pipeline,
            build_cells_pipeline,
            clear_histogram_pipeline,
            clear_cells_pipeline,
            morton_bind_group,
            histogram_bind_group_a,
            histogram_bind_group_b,
            prefix_sum_bind_group,
            scatter_bind_group_a_to_b,
            scatter_bind_group_b_to_a,
            build_cells_bind_group,
            clear_histogram_bind_group,
            clear_cells_bind_group,
            config,
            num_particles,
            sort_passes,
        }
    }

    /// Execute spatial hashing passes
    pub fn execute(&self, encoder: &mut wgpu::CommandEncoder, queue: &wgpu::Queue) {
        let workgroups = self.num_particles.div_ceil(WORKGROUP_SIZE);

        // Step 1: Compute Morton codes
        {
            let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                label: Some("Compute Morton"),
                timestamp_writes: None,
            });
            pass.set_pipeline(&self.compute_morton_pipeline);
            pass.set_bind_group(0, &self.morton_bind_group, &[]);
            pass.dispatch_workgroups(workgroups, 1, 1);
        }

        // Step 2: Radix sort (dynamic passes based on grid resolution)
        let mut source_is_a = true;

        for pass_idx in 0..self.sort_passes {
            let bit_offset = pass_idx * RADIX_BITS;

            // Update sort params
            let sort_params = SortParams {
                num_elements: self.num_particles,
                bit_offset,
                _pad0: 0,
                _pad1: 0,
            };
            queue.write_buffer(&self.sort_params_buffer, 0, bytemuck::cast_slice(&[sort_params]));

            // Clear histogram
            {
                let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                    label: Some("Clear Histogram"),
                    timestamp_writes: None,
                });
                pass.set_pipeline(&self.clear_histogram_pipeline);
                pass.set_bind_group(0, &self.clear_histogram_bind_group, &[]);
                pass.dispatch_workgroups(1, 1, 1);
            }

            // Histogram pass
            {
                let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                    label: Some("Radix Histogram"),
                    timestamp_writes: None,
                });
                pass.set_pipeline(&self.histogram_pipeline);
                pass.set_bind_group(
                    0,
                    if source_is_a { &self.histogram_bind_group_a } else { &self.histogram_bind_group_b },
                    &[],
                );
                pass.dispatch_workgroups(workgroups, 1, 1);
            }

            // Prefix sum
            {
                let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                    label: Some("Prefix Sum"),
                    timestamp_writes: None,
                });
                pass.set_pipeline(&self.prefix_sum_pipeline);
                pass.set_bind_group(0, &self.prefix_sum_bind_group, &[]);
                pass.dispatch_workgroups(1, 1, 1);
            }

            // Scatter pass
            {
                let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                    label: Some("Radix Scatter"),
                    timestamp_writes: None,
                });
                pass.set_pipeline(&self.scatter_pipeline);
                pass.set_bind_group(
                    0,
                    if source_is_a { &self.scatter_bind_group_a_to_b } else { &self.scatter_bind_group_b_to_a },
                    &[],
                );
                pass.dispatch_workgroups(workgroups, 1, 1);
            }

            source_is_a = !source_is_a;
        }

        // Step 3: Build cell table
        // Clear cell tables first
        {
            let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                label: Some("Clear Cells"),
                timestamp_writes: None,
            });
            pass.set_pipeline(&self.clear_cells_pipeline);
            pass.set_bind_group(0, &self.clear_cells_bind_group, &[]);
            let cell_workgroups = self.config.total_cells().div_ceil(WORKGROUP_SIZE);
            pass.dispatch_workgroups(cell_workgroups, 1, 1);
        }

        // Build cell start/end
        {
            let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                label: Some("Build Cell Table"),
                timestamp_writes: None,
            });
            pass.set_pipeline(&self.build_cells_pipeline);
            pass.set_bind_group(0, &self.build_cells_bind_group, &[]);
            pass.dispatch_workgroups(workgroups, 1, 1);
        }
    }
}

fn create_pipelines(
    device: &wgpu::Device,
    particle_wgsl_struct: &str,
) -> (
    wgpu::ComputePipeline,
    wgpu::ComputePipeline,
    wgpu::ComputePipeline,
    wgpu::ComputePipeline,
    wgpu::ComputePipeline,
    wgpu::ComputePipeline,
    wgpu::ComputePipeline,
) {
    // Morton code computation shader - uses actual particle struct for correct stride
    let morton_shader_src = format!(
        r#"{}

{}

struct SpatialParams {{
    cell_size: f32,
    grid_resolution: u32,
    num_particles: u32,
    max_neighbors: u32,
}};

@group(0) @binding(0) var<storage, read> particles: array<Particle>;
@group(0) @binding(1) var<storage, read_write> morton_codes: array<u32>;
@group(0) @binding(2) var<storage, read_write> particle_indices: array<u32>;
@group(0) @binding(3) var<uniform> params: SpatialParams;

@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {{
    let idx = global_id.x;
    if idx >= params.num_particles {{
        return;
    }}

    let pos = particles[idx].position;
    morton_codes[idx] = pos_to_morton(pos, params.cell_size, params.grid_resolution);
    particle_indices[idx] = idx;
}}
"#,
        MORTON_WGSL,
        particle_wgsl_struct
    );

    let morton_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("Morton Shader"),
        source: wgpu::ShaderSource::Wgsl(morton_shader_src.into()),
    });

    // Histogram shader
    let histogram_shader_src = r#"
struct SortParams {
    num_elements: u32,
    bit_offset: u32,
    _pad0: u32,
    _pad1: u32,
};

@group(0) @binding(0) var<storage, read> keys: array<u32>;
@group(0) @binding(1) var<storage, read_write> histogram: array<atomic<u32>>;
@group(0) @binding(2) var<uniform> params: SortParams;

const RADIX_SIZE: u32 = 16u;

@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let idx = global_id.x;
    if idx >= params.num_elements {
        return;
    }

    let key = keys[idx];
    let digit = (key >> params.bit_offset) & (RADIX_SIZE - 1u);
    atomicAdd(&histogram[digit], 1u);
}
"#;

    let histogram_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("Histogram Shader"),
        source: wgpu::ShaderSource::Wgsl(histogram_shader_src.into()),
    });

    // Prefix sum shader
    let prefix_sum_shader_src = r#"
@group(0) @binding(0) var<storage, read_write> data: array<u32>;

var<workgroup> temp: array<u32, 16>;

@compute @workgroup_size(16)
fn main(@builtin(local_invocation_id) local_id: vec3<u32>) {
    let tid = local_id.x;

    // Load into shared memory
    temp[tid] = data[tid];
    workgroupBarrier();

    // Inclusive scan using up-sweep and down-sweep
    // Up-sweep
    for (var stride = 1u; stride < 16u; stride *= 2u) {
        if tid >= stride {
            temp[tid] += temp[tid - stride];
        }
        workgroupBarrier();
    }

    // Convert to exclusive scan
    let inclusive = temp[tid];
    workgroupBarrier();

    if tid == 0u {
        data[tid] = 0u;
    } else {
        data[tid] = temp[tid - 1u];
    }
}
"#;

    let prefix_sum_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("Prefix Sum Shader"),
        source: wgpu::ShaderSource::Wgsl(prefix_sum_shader_src.into()),
    });

    // Scatter shader
    let scatter_shader_src = r#"
struct SortParams {
    num_elements: u32,
    bit_offset: u32,
    _pad0: u32,
    _pad1: u32,
};

@group(0) @binding(0) var<storage, read> keys_in: array<u32>;
@group(0) @binding(1) var<storage, read> vals_in: array<u32>;
@group(0) @binding(2) var<storage, read_write> keys_out: array<u32>;
@group(0) @binding(3) var<storage, read_write> vals_out: array<u32>;
@group(0) @binding(4) var<storage, read_write> offsets: array<atomic<u32>>;
@group(0) @binding(5) var<uniform> params: SortParams;

const RADIX_SIZE: u32 = 16u;

@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let idx = global_id.x;
    if idx >= params.num_elements {
        return;
    }

    let key = keys_in[idx];
    let val = vals_in[idx];
    let digit = (key >> params.bit_offset) & (RADIX_SIZE - 1u);

    let dest = atomicAdd(&offsets[digit], 1u);

    keys_out[dest] = key;
    vals_out[dest] = val;
}
"#;

    let scatter_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("Scatter Shader"),
        source: wgpu::ShaderSource::Wgsl(scatter_shader_src.into()),
    });

    // Build cells shader
    let build_cells_shader_src = r#"
struct SpatialParams {
    cell_size: f32,
    grid_resolution: u32,
    num_particles: u32,
    max_neighbors: u32,
};

@group(0) @binding(0) var<storage, read> sorted_morton: array<u32>;
@group(0) @binding(1) var<storage, read_write> cell_start: array<u32>;
@group(0) @binding(2) var<storage, read_write> cell_end: array<u32>;
@group(0) @binding(3) var<uniform> params: SpatialParams;

@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let idx = global_id.x;
    if idx >= params.num_particles {
        return;
    }

    let code = sorted_morton[idx];

    if idx == 0u {
        cell_start[code] = 0u;
    } else {
        let prev_code = sorted_morton[idx - 1u];
        if code != prev_code {
            cell_start[code] = idx;
            cell_end[prev_code] = idx;
        }
    }

    if idx == params.num_particles - 1u {
        cell_end[code] = params.num_particles;
    }
}
"#;

    let build_cells_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("Build Cells Shader"),
        source: wgpu::ShaderSource::Wgsl(build_cells_shader_src.into()),
    });

    // Clear buffer shader
    let clear_shader_src = r#"
@group(0) @binding(0) var<storage, read_write> data: array<u32>;

@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let idx = global_id.x;
    if idx < arrayLength(&data) {
        data[idx] = 0xFFFFFFFFu;
    }
}
"#;

    let clear_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
        label: Some("Clear Shader"),
        source: wgpu::ShaderSource::Wgsl(clear_shader_src.into()),
    });

    // Create pipeline layouts and pipelines
    let morton_pipeline = create_compute_pipeline(device, &morton_shader, "main", "Morton Pipeline");
    let histogram_pipeline = create_compute_pipeline(device, &histogram_shader, "main", "Histogram Pipeline");
    let prefix_sum_pipeline = create_compute_pipeline(device, &prefix_sum_shader, "main", "Prefix Sum Pipeline");
    let scatter_pipeline = create_compute_pipeline(device, &scatter_shader, "main", "Scatter Pipeline");
    let build_cells_pipeline = create_compute_pipeline(device, &build_cells_shader, "main", "Build Cells Pipeline");
    let clear_histogram_pipeline = create_compute_pipeline(device, &clear_shader, "main", "Clear Histogram Pipeline");
    let clear_cells_pipeline = create_compute_pipeline(device, &clear_shader, "main", "Clear Cells Pipeline");

    (
        morton_pipeline,
        histogram_pipeline,
        prefix_sum_pipeline,
        scatter_pipeline,
        build_cells_pipeline,
        clear_histogram_pipeline,
        clear_cells_pipeline,
    )
}

fn create_compute_pipeline(
    device: &wgpu::Device,
    shader: &wgpu::ShaderModule,
    entry_point: &str,
    label: &str,
) -> wgpu::ComputePipeline {
    device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
        label: Some(label),
        layout: None, // Auto layout
        module: shader,
        entry_point: Some(entry_point),
        compilation_options: Default::default(),
        cache: None,
    })
}

fn create_morton_bind_group(
    device: &wgpu::Device,
    pipeline: &wgpu::ComputePipeline,
    particles: &wgpu::Buffer,
    morton_codes: &wgpu::Buffer,
    particle_indices: &wgpu::Buffer,
    params: &wgpu::Buffer,
) -> wgpu::BindGroup {
    let layout = pipeline.get_bind_group_layout(0);
    device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("Morton Bind Group"),
        layout: &layout,
        entries: &[
            wgpu::BindGroupEntry { binding: 0, resource: particles.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 1, resource: morton_codes.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 2, resource: particle_indices.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 3, resource: params.as_entire_binding() },
        ],
    })
}

fn create_histogram_bind_group(
    device: &wgpu::Device,
    pipeline: &wgpu::ComputePipeline,
    keys: &wgpu::Buffer,
    histogram: &wgpu::Buffer,
    params: &wgpu::Buffer,
) -> wgpu::BindGroup {
    let layout = pipeline.get_bind_group_layout(0);
    device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("Histogram Bind Group"),
        layout: &layout,
        entries: &[
            wgpu::BindGroupEntry { binding: 0, resource: keys.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 1, resource: histogram.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 2, resource: params.as_entire_binding() },
        ],
    })
}

fn create_prefix_sum_bind_group(
    device: &wgpu::Device,
    pipeline: &wgpu::ComputePipeline,
    data: &wgpu::Buffer,
) -> wgpu::BindGroup {
    let layout = pipeline.get_bind_group_layout(0);
    device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("Prefix Sum Bind Group"),
        layout: &layout,
        entries: &[
            wgpu::BindGroupEntry { binding: 0, resource: data.as_entire_binding() },
        ],
    })
}

#[allow(clippy::too_many_arguments)]
fn create_scatter_bind_group(
    device: &wgpu::Device,
    pipeline: &wgpu::ComputePipeline,
    keys_in: &wgpu::Buffer,
    vals_in: &wgpu::Buffer,
    keys_out: &wgpu::Buffer,
    vals_out: &wgpu::Buffer,
    offsets: &wgpu::Buffer,
    params: &wgpu::Buffer,
) -> wgpu::BindGroup {
    let layout = pipeline.get_bind_group_layout(0);
    device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("Scatter Bind Group"),
        layout: &layout,
        entries: &[
            wgpu::BindGroupEntry { binding: 0, resource: keys_in.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 1, resource: vals_in.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 2, resource: keys_out.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 3, resource: vals_out.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 4, resource: offsets.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 5, resource: params.as_entire_binding() },
        ],
    })
}

fn create_build_cells_bind_group(
    device: &wgpu::Device,
    pipeline: &wgpu::ComputePipeline,
    sorted_morton: &wgpu::Buffer,
    cell_start: &wgpu::Buffer,
    cell_end: &wgpu::Buffer,
    params: &wgpu::Buffer,
) -> wgpu::BindGroup {
    let layout = pipeline.get_bind_group_layout(0);
    device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("Build Cells Bind Group"),
        layout: &layout,
        entries: &[
            wgpu::BindGroupEntry { binding: 0, resource: sorted_morton.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 1, resource: cell_start.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 2, resource: cell_end.as_entire_binding() },
            wgpu::BindGroupEntry { binding: 3, resource: params.as_entire_binding() },
        ],
    })
}

fn create_clear_bind_group(
    device: &wgpu::Device,
    pipeline: &wgpu::ComputePipeline,
    buffer: &wgpu::Buffer,
    _count: u32,
) -> wgpu::BindGroup {
    let layout = pipeline.get_bind_group_layout(0);
    device.create_bind_group(&wgpu::BindGroupDescriptor {
        label: Some("Clear Bind Group"),
        layout: &layout,
        entries: &[
            wgpu::BindGroupEntry { binding: 0, resource: buffer.as_entire_binding() },
        ],
    })
}