mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
Add gpu readback example (#12877)
# Objective
- It's pretty common for users to want to read data back from the gpu
and into the main world
## Solution
- Add a simple example that shows how to read data back from the gpu and
send it to the main world using a channel.
- The example is largely based on this wgpu example but adapted to bevy
-
fb305b85f6/examples/src/repeated_compute/mod.rs
---------
Co-authored-by: stormy <120167078+stowmyy@users.noreply.github.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
This commit is contained in:
parent
2ee69807b1
commit
08b41878d7
4 changed files with 321 additions and 0 deletions
11
Cargo.toml
11
Cargo.toml
|
@ -2125,6 +2125,17 @@ description = "A compute shader that simulates Conway's Game of Life"
|
|||
category = "Shaders"
|
||||
wasm = false
|
||||
|
||||
[[example]]
|
||||
name = "gpu_readback"
|
||||
path = "examples/shader/gpu_readback.rs"
|
||||
doc-scrape-examples = true
|
||||
|
||||
[package.metadata.example.gpu_readback]
|
||||
name = "GPU readback"
|
||||
description = "A very simple compute shader that writes to a buffer that is read by the cpu"
|
||||
category = "Shaders"
|
||||
wasm = false
|
||||
|
||||
[[example]]
|
||||
name = "array_texture"
|
||||
path = "examples/shader/array_texture.rs"
|
||||
|
|
12
assets/shaders/gpu_readback.wgsl
Normal file
12
assets/shaders/gpu_readback.wgsl
Normal file
|
@ -0,0 +1,12 @@
|
|||
// This shader is used for the gpu_readback example
|
||||
// The actual work it does is not important for the example
|
||||
|
||||
// This is the data that lives in the gpu only buffer
|
||||
@group(0) @binding(0) var<storage, read_write> data: array<u32>;
|
||||
|
||||
@compute @workgroup_size(1)
|
||||
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
|
||||
// We use the global_id to index the array to make sure we don't
|
||||
// access data used in another workgroup
|
||||
data[global_id.x] += 1u;
|
||||
}
|
|
@ -337,6 +337,7 @@ Example | Description
|
|||
[Compute - Game of Life](../examples/shader/compute_shader_game_of_life.rs) | A compute shader that simulates Conway's Game of Life
|
||||
[Custom Vertex Attribute](../examples/shader/custom_vertex_attribute.rs) | A shader that reads a mesh's custom vertex attribute
|
||||
[Extended Material](../examples/shader/extended_material.rs) | A custom shader that builds on the standard material
|
||||
[GPU readback](../examples/shader/gpu_readback.rs) | A very simple compute shader that writes to a buffer that is read by the cpu
|
||||
[Instancing](../examples/shader/shader_instancing.rs) | A shader that renders a mesh multiple times in one draw call
|
||||
[Material](../examples/shader/shader_material.rs) | A shader and a material that uses it
|
||||
[Material](../examples/shader/shader_material_2d.rs) | A shader and a material that uses it on a 2d mesh
|
||||
|
|
297
examples/shader/gpu_readback.rs
Normal file
297
examples/shader/gpu_readback.rs
Normal file
|
@ -0,0 +1,297 @@
|
|||
//! A very simple compute shader that updates a gpu buffer.
|
||||
//! That buffer is then copied to the cpu and sent to the main world.
|
||||
//!
|
||||
//! This example is not meant to teach compute shaders.
|
||||
//! It is only meant to explain how to read a gpu buffer on the cpu and then use it in the main world.
|
||||
//!
|
||||
//! The code is based on this wgpu example:
|
||||
//! <https://github.com/gfx-rs/wgpu/blob/fb305b85f692f3fbbd9509b648dfbc97072f7465/examples/src/repeated_compute/mod.rs>
|
||||
|
||||
use bevy::{
|
||||
prelude::*,
|
||||
render::{
|
||||
render_graph::{self, RenderGraph, RenderLabel},
|
||||
render_resource::{binding_types::storage_buffer, *},
|
||||
renderer::{RenderContext, RenderDevice},
|
||||
Render, RenderApp, RenderSet,
|
||||
},
|
||||
};
|
||||
use crossbeam_channel::{Receiver, Sender};
|
||||
|
||||
// The length of the buffer sent to the gpu
|
||||
const BUFFER_LEN: usize = 16;
|
||||
|
||||
// To communicate between the main world and the render world we need a channel.
|
||||
// Since the main world and render world run in parallel, there will always be a frame of latency
|
||||
// between the data sent from the render world and the data received in the main world
|
||||
//
|
||||
// frame n => render world sends data through the channel at the end of the frame
|
||||
// frame n + 1 => main world receives the data
|
||||
|
||||
/// This will receive asynchronously any data sent from the render world
|
||||
#[derive(Resource, Deref)]
|
||||
struct MainWorldReceiver(Receiver<Vec<u32>>);
|
||||
|
||||
/// This will send asynchronously any data to the main world
|
||||
#[derive(Resource, Deref)]
|
||||
struct RenderWorldSender(Sender<Vec<u32>>);
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.insert_resource(ClearColor(Color::BLACK))
|
||||
.add_plugins((DefaultPlugins, GpuReadbackPlugin))
|
||||
.add_systems(Update, receive)
|
||||
.run();
|
||||
}
|
||||
|
||||
/// This system will poll the channel and try to get the data sent from the render world
|
||||
fn receive(receiver: Res<MainWorldReceiver>) {
|
||||
// We don't want to block the main world on this,
|
||||
// so we use try_recv which attempts to receive without blocking
|
||||
if let Ok(data) = receiver.try_recv() {
|
||||
println!("Received data from render world: {data:?}");
|
||||
}
|
||||
}
|
||||
|
||||
// We need a plugin to organize all the systems and render node required for this example
|
||||
struct GpuReadbackPlugin;
|
||||
impl Plugin for GpuReadbackPlugin {
|
||||
fn build(&self, _app: &mut App) {}
|
||||
|
||||
// The render device is only accessible inside finish().
|
||||
// So we need to initialize render resources here.
|
||||
fn finish(&self, app: &mut App) {
|
||||
let (s, r) = crossbeam_channel::unbounded();
|
||||
app.insert_resource(MainWorldReceiver(r));
|
||||
|
||||
let render_app = app.sub_app_mut(RenderApp);
|
||||
render_app
|
||||
.insert_resource(RenderWorldSender(s))
|
||||
.init_resource::<ComputePipeline>()
|
||||
.init_resource::<Buffers>()
|
||||
.add_systems(
|
||||
Render,
|
||||
(
|
||||
prepare_bind_group
|
||||
.in_set(RenderSet::PrepareBindGroups)
|
||||
// We don't need to recreate the bind group every frame
|
||||
.run_if(not(resource_exists::<GpuBufferBindGroup>)),
|
||||
// We need to run it after the render graph is done
|
||||
// because this needs to happen after submit()
|
||||
map_and_read_buffer.after(RenderSet::Render),
|
||||
),
|
||||
);
|
||||
|
||||
// Add the compute node as a top level node to the render graph
|
||||
// This means it will only execute once per frame
|
||||
render_app
|
||||
.world_mut()
|
||||
.resource_mut::<RenderGraph>()
|
||||
.add_node(ComputeNodeLabel, ComputeNode::default());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct Buffers {
|
||||
// The buffer that will be used by the compute shader
|
||||
gpu_buffer: Buffer,
|
||||
// The buffer that will be read on the cpu.
|
||||
// The `gpu_buffer` will be copied to this buffer every frame
|
||||
cpu_buffer: Buffer,
|
||||
}
|
||||
|
||||
impl FromWorld for Buffers {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let render_device = world.resource::<RenderDevice>();
|
||||
let mut init_data = encase::StorageBuffer::new(Vec::new());
|
||||
// Init the buffer with 0
|
||||
let data = vec![0; BUFFER_LEN];
|
||||
init_data.write(&data).expect("Failed to write buffer");
|
||||
// The buffer that will be accessed by the gpu
|
||||
let gpu_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
|
||||
label: Some("gpu_buffer"),
|
||||
contents: init_data.as_ref(),
|
||||
usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC,
|
||||
});
|
||||
// For portability reasons, WebGPU draws a distinction between memory that is
|
||||
// accessible by the CPU and memory that is accessible by the GPU. Only
|
||||
// buffers accessible by the CPU can be mapped and accessed by the CPU and
|
||||
// only buffers visible to the GPU can be used in shaders. In order to get
|
||||
// data from the GPU, we need to use `CommandEncoder::copy_buffer_to_buffer` to
|
||||
// copy the buffer modified by the GPU into a mappable, CPU-accessible buffer
|
||||
let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
|
||||
label: Some("readback_buffer"),
|
||||
size: (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
|
||||
usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
Self {
|
||||
gpu_buffer,
|
||||
cpu_buffer,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct GpuBufferBindGroup(BindGroup);
|
||||
|
||||
fn prepare_bind_group(
|
||||
mut commands: Commands,
|
||||
pipeline: Res<ComputePipeline>,
|
||||
render_device: Res<RenderDevice>,
|
||||
buffers: Res<Buffers>,
|
||||
) {
|
||||
let bind_group = render_device.create_bind_group(
|
||||
None,
|
||||
&pipeline.layout,
|
||||
&BindGroupEntries::single(buffers.gpu_buffer.as_entire_binding()),
|
||||
);
|
||||
commands.insert_resource(GpuBufferBindGroup(bind_group));
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct ComputePipeline {
|
||||
layout: BindGroupLayout,
|
||||
pipeline: CachedComputePipelineId,
|
||||
}
|
||||
|
||||
impl FromWorld for ComputePipeline {
|
||||
fn from_world(world: &mut World) -> Self {
|
||||
let render_device = world.resource::<RenderDevice>();
|
||||
let layout = render_device.create_bind_group_layout(
|
||||
None,
|
||||
&BindGroupLayoutEntries::single(
|
||||
ShaderStages::COMPUTE,
|
||||
storage_buffer::<Vec<u32>>(false),
|
||||
),
|
||||
);
|
||||
let shader = world.load_asset("shaders/gpu_readback.wgsl");
|
||||
let pipeline_cache = world.resource::<PipelineCache>();
|
||||
let pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
|
||||
label: Some("GPU readback compute shader".into()),
|
||||
layout: vec![layout.clone()],
|
||||
push_constant_ranges: Vec::new(),
|
||||
shader: shader.clone(),
|
||||
shader_defs: Vec::new(),
|
||||
entry_point: "main".into(),
|
||||
});
|
||||
ComputePipeline { layout, pipeline }
|
||||
}
|
||||
}
|
||||
|
||||
fn map_and_read_buffer(
|
||||
render_device: Res<RenderDevice>,
|
||||
buffers: Res<Buffers>,
|
||||
sender: Res<RenderWorldSender>,
|
||||
) {
|
||||
// Finally time to get our data back from the gpu.
|
||||
// First we get a buffer slice which represents a chunk of the buffer (which we
|
||||
// can't access yet).
|
||||
// We want the whole thing so use unbounded range.
|
||||
let buffer_slice = buffers.cpu_buffer.slice(..);
|
||||
|
||||
// Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
|
||||
// or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
|
||||
// flipping ownership of the buffer over to the CPU and making access legal. We do this
|
||||
// with `BufferSlice::map_async`.
|
||||
//
|
||||
// The problem is that map_async is not an async function so we can't await it. What
|
||||
// we need to do instead is pass in a closure that will be executed when the slice is
|
||||
// either mapped or the mapping has failed.
|
||||
//
|
||||
// The problem with this is that we don't have a reliable way to wait in the main
|
||||
// code for the buffer to be mapped and even worse, calling get_mapped_range or
|
||||
// get_mapped_range_mut prematurely will cause a panic, not return an error.
|
||||
//
|
||||
// Using channels solves this as awaiting the receiving of a message from
|
||||
// the passed closure will force the outside code to wait. It also doesn't hurt
|
||||
// if the closure finishes before the outside code catches up as the message is
|
||||
// buffered and receiving will just pick that up.
|
||||
//
|
||||
// It may also be worth noting that although on native, the usage of asynchronous
|
||||
// channels is wholly unnecessary, for the sake of portability to WASM
|
||||
// we'll use async channels that work on both native and WASM.
|
||||
|
||||
let (s, r) = crossbeam_channel::unbounded::<()>();
|
||||
|
||||
// Maps the buffer so it can be read on the cpu
|
||||
buffer_slice.map_async(MapMode::Read, move |r| match r {
|
||||
// This will execute once the gpu is ready, so after the call to poll()
|
||||
Ok(_) => s.send(()).expect("Failed to send map update"),
|
||||
Err(err) => panic!("Failed to map buffer {err}"),
|
||||
});
|
||||
|
||||
// In order for the mapping to be completed, one of three things must happen.
|
||||
// One of those can be calling `Device::poll`. This isn't necessary on the web as devices
|
||||
// are polled automatically but natively, we need to make sure this happens manually.
|
||||
// `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
|
||||
|
||||
// This blocks until the gpu is done executing everything
|
||||
render_device.poll(Maintain::wait()).panic_on_timeout();
|
||||
|
||||
// This blocks until the buffer is mapped
|
||||
r.recv().expect("Failed to receive the map_async message");
|
||||
|
||||
{
|
||||
let buffer_view = buffer_slice.get_mapped_range();
|
||||
let data = buffer_view
|
||||
.chunks(std::mem::size_of::<u32>())
|
||||
.map(|chunk| u32::from_ne_bytes(chunk.try_into().expect("should be a u32")))
|
||||
.collect::<Vec<u32>>();
|
||||
sender
|
||||
.send(data)
|
||||
.expect("Failed to send data to main world");
|
||||
}
|
||||
|
||||
// We need to make sure all `BufferView`'s are dropped before we do what we're about
|
||||
// to do.
|
||||
// Unmap so that we can copy to the staging buffer in the next iteration.
|
||||
buffers.cpu_buffer.unmap();
|
||||
}
|
||||
|
||||
/// Label to identify the node in the render graph
|
||||
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
|
||||
struct ComputeNodeLabel;
|
||||
|
||||
/// The node that will execute the compute shader
|
||||
#[derive(Default)]
|
||||
struct ComputeNode {}
|
||||
impl render_graph::Node for ComputeNode {
|
||||
fn run(
|
||||
&self,
|
||||
_graph: &mut render_graph::RenderGraphContext,
|
||||
render_context: &mut RenderContext,
|
||||
world: &World,
|
||||
) -> Result<(), render_graph::NodeRunError> {
|
||||
let pipeline_cache = world.resource::<PipelineCache>();
|
||||
let pipeline = world.resource::<ComputePipeline>();
|
||||
let bind_group = world.resource::<GpuBufferBindGroup>();
|
||||
|
||||
if let Some(init_pipeline) = pipeline_cache.get_compute_pipeline(pipeline.pipeline) {
|
||||
let mut pass =
|
||||
render_context
|
||||
.command_encoder()
|
||||
.begin_compute_pass(&ComputePassDescriptor {
|
||||
label: Some("GPU readback compute pass"),
|
||||
..default()
|
||||
});
|
||||
|
||||
pass.set_bind_group(0, &bind_group.0, &[]);
|
||||
pass.set_pipeline(init_pipeline);
|
||||
pass.dispatch_workgroups(BUFFER_LEN as u32, 1, 1);
|
||||
}
|
||||
|
||||
// Copy the gpu accessible buffer to the cpu accessible buffer
|
||||
let buffers = world.resource::<Buffers>();
|
||||
render_context.command_encoder().copy_buffer_to_buffer(
|
||||
&buffers.gpu_buffer,
|
||||
0,
|
||||
&buffers.cpu_buffer,
|
||||
0,
|
||||
(BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
|
||||
);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue