use crate::grid::grid::{
GpuActiveBlockHeader, GpuGrid, GpuGridHashMapEntry, GpuGridMetadata, GpuGridNode,
};
use crate::solver::{
GpuBoundaryCondition, GpuImpulses, GpuMaterials, GpuParticleModelData, GpuParticles,
Kinematics, ParticlePosition, RigidImpulse,
};
use crate::rbd::dynamics::{GpuBodySet, GpuVelocity};
use slang_hal::backend::Backend;
use slang_hal::function::GpuFunction;
use slang_hal::{Shader, ShaderArgs};
use stensor::tensor::{GpuScalar, GpuVector};
#[derive(Shader)]
#[shader(module = "slosh::solver::p2g")]
pub struct WgP2G<B: Backend> {
pub p2g: GpuFunction<B>,
}
#[derive(ShaderArgs)]
struct P2GArgs<'a, B: Backend> {
grid: &'a GpuScalar<GpuGridMetadata, B>,
hmap_entries: &'a GpuVector<GpuGridHashMapEntry, B>,
active_blocks: &'a GpuVector<GpuActiveBlockHeader, B>,
nodes_linked_lists: &'a GpuVector<[u32; 2], B>,
particle_node_linked_lists: &'a GpuVector<u32, B>,
particles_pos: &'a GpuVector<ParticlePosition, B>,
particles_kin: &'a GpuVector<Kinematics, B>,
nodes: &'a GpuVector<GpuGridNode, B>,
body_vels: &'a GpuVector<GpuVelocity, B>,
body_impulses: &'a GpuVector<RigidImpulse, B>,
body_materials: &'a GpuVector<GpuBoundaryCondition, B>,
}
impl<B: Backend> WgP2G<B> {
pub fn launch<GpuModel: GpuParticleModelData>(
&self,
backend: &B,
pass: &mut B::Pass,
grid: &GpuGrid<B>,
particles: &GpuParticles<B, GpuModel>,
impulses: &GpuImpulses<B>,
bodies: &GpuBodySet<B>,
body_materials: &GpuMaterials<B>,
) -> Result<(), B::Error> {
let args = P2GArgs {
grid: &grid.meta,
hmap_entries: &grid.hmap_entries,
active_blocks: &grid.active_blocks,
nodes: &grid.nodes,
nodes_linked_lists: &grid.nodes_linked_lists,
particles_pos: particles.positions(),
particles_kin: &particles.kinematics,
particle_node_linked_lists: particles.node_linked_lists(),
body_vels: bodies.vels(),
body_impulses: &impulses.incremental_impulses,
body_materials: &body_materials.materials,
};
self.p2g.launch_indirect(
backend,
pass,
&args,
grid.indirect_n_g2p_p2g_groups.buffer(),
)
}
}