mirror of
https://github.com/bevyengine/bevy
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435d9bc02c
The examples won't work when copy-pasted to another project, without also copying their shader files. This change adds constants at the top of the files to bring attention to the dependencies. Follow up to [#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
314 lines
12 KiB
Rust
314 lines
12 KiB
Rust
//! A very simple compute shader that updates a gpu buffer.
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//! That buffer is then copied to the cpu and sent to the main world.
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//!
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//! This example is not meant to teach compute shaders.
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//! It is only meant to explain how to read a gpu buffer on the cpu and then use it in the main world.
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//!
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//! The code is based on this wgpu example:
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//! <https://github.com/gfx-rs/wgpu/blob/fb305b85f692f3fbbd9509b648dfbc97072f7465/examples/src/repeated_compute/mod.rs>
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use bevy::{
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prelude::*,
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render::{
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render_graph::{self, RenderGraph, RenderLabel},
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render_resource::{binding_types::storage_buffer, *},
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renderer::{RenderContext, RenderDevice, RenderQueue},
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Render, RenderApp, RenderSet,
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},
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};
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use crossbeam_channel::{Receiver, Sender};
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/// This example uses a shader source file from the assets subdirectory
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const SHADER_ASSET_PATH: &str = "shaders/gpu_readback.wgsl";
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// The length of the buffer sent to the gpu
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const BUFFER_LEN: usize = 16;
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// To communicate between the main world and the render world we need a channel.
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// Since the main world and render world run in parallel, there will always be a frame of latency
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// between the data sent from the render world and the data received in the main world
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//
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// frame n => render world sends data through the channel at the end of the frame
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// frame n + 1 => main world receives the data
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/// This will receive asynchronously any data sent from the render world
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#[derive(Resource, Deref)]
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struct MainWorldReceiver(Receiver<Vec<u32>>);
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/// This will send asynchronously any data to the main world
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#[derive(Resource, Deref)]
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struct RenderWorldSender(Sender<Vec<u32>>);
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins((DefaultPlugins, GpuReadbackPlugin))
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.add_systems(Update, receive)
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.run();
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}
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/// This system will poll the channel and try to get the data sent from the render world
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fn receive(receiver: Res<MainWorldReceiver>) {
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// We don't want to block the main world on this,
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// so we use try_recv which attempts to receive without blocking
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if let Ok(data) = receiver.try_recv() {
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println!("Received data from render world: {data:?}");
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}
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}
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// We need a plugin to organize all the systems and render node required for this example
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struct GpuReadbackPlugin;
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impl Plugin for GpuReadbackPlugin {
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fn build(&self, _app: &mut App) {}
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// The render device is only accessible inside finish().
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// So we need to initialize render resources here.
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fn finish(&self, app: &mut App) {
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let (s, r) = crossbeam_channel::unbounded();
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app.insert_resource(MainWorldReceiver(r));
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.insert_resource(RenderWorldSender(s))
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.init_resource::<ComputePipeline>()
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.init_resource::<Buffers>()
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.add_systems(
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Render,
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(
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prepare_bind_group
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.in_set(RenderSet::PrepareBindGroups)
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// We don't need to recreate the bind group every frame
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.run_if(not(resource_exists::<GpuBufferBindGroup>)),
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// We need to run it after the render graph is done
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// because this needs to happen after submit()
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map_and_read_buffer.after(RenderSet::Render),
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),
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);
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// Add the compute node as a top level node to the render graph
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// This means it will only execute once per frame
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render_app
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.world_mut()
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.resource_mut::<RenderGraph>()
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.add_node(ComputeNodeLabel, ComputeNode::default());
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}
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}
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/// Holds the buffers that will be used to communicate between the cpu and gpu
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#[derive(Resource)]
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struct Buffers {
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/// The buffer that will be used by the compute shader
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///
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/// In this example, we want to write a `Vec<u32>` to a `Buffer`. `BufferVec` is a wrapper around a `Buffer`
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/// that will make sure the data is correctly aligned for the gpu and will simplify uploading the data to the gpu.
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gpu_buffer: BufferVec<u32>,
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/// The buffer that will be read on the cpu.
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/// The `gpu_buffer` will be copied to this buffer every frame
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cpu_buffer: Buffer,
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}
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impl FromWorld for Buffers {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let render_queue = world.resource::<RenderQueue>();
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// Create the buffer that will be accessed by the gpu
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let mut gpu_buffer = BufferVec::new(BufferUsages::STORAGE | BufferUsages::COPY_SRC);
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for _ in 0..BUFFER_LEN {
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// Init the buffer with zeroes
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gpu_buffer.push(0);
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}
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// Write the buffer so the data is accessible on the gpu
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gpu_buffer.write_buffer(render_device, render_queue);
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// For portability reasons, WebGPU draws a distinction between memory that is
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// accessible by the CPU and memory that is accessible by the GPU. Only
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// buffers accessible by the CPU can be mapped and accessed by the CPU and
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// only buffers visible to the GPU can be used in shaders. In order to get
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// data from the GPU, we need to use `CommandEncoder::copy_buffer_to_buffer` to
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// copy the buffer modified by the GPU into a mappable, CPU-accessible buffer
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let cpu_buffer = render_device.create_buffer(&BufferDescriptor {
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label: Some("readback_buffer"),
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size: (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
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usage: BufferUsages::MAP_READ | BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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Self {
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gpu_buffer,
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cpu_buffer,
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}
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}
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}
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#[derive(Resource)]
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struct GpuBufferBindGroup(BindGroup);
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fn prepare_bind_group(
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mut commands: Commands,
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pipeline: Res<ComputePipeline>,
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render_device: Res<RenderDevice>,
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buffers: Res<Buffers>,
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) {
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let bind_group = render_device.create_bind_group(
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None,
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&pipeline.layout,
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&BindGroupEntries::single(
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buffers
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.gpu_buffer
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.binding()
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// We already did it when creating the buffer so this should never happen
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.expect("Buffer should have already been uploaded to the gpu"),
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),
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);
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commands.insert_resource(GpuBufferBindGroup(bind_group));
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}
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#[derive(Resource)]
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struct ComputePipeline {
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layout: BindGroupLayout,
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pipeline: CachedComputePipelineId,
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}
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impl FromWorld for ComputePipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let layout = render_device.create_bind_group_layout(
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None,
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&BindGroupLayoutEntries::single(
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ShaderStages::COMPUTE,
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storage_buffer::<Vec<u32>>(false),
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),
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);
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let shader = world.load_asset(SHADER_ASSET_PATH);
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("GPU readback compute shader".into()),
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layout: vec![layout.clone()],
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push_constant_ranges: Vec::new(),
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shader: shader.clone(),
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shader_defs: Vec::new(),
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entry_point: "main".into(),
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});
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ComputePipeline { layout, pipeline }
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}
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}
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fn map_and_read_buffer(
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render_device: Res<RenderDevice>,
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buffers: Res<Buffers>,
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sender: Res<RenderWorldSender>,
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) {
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// Finally time to get our data back from the gpu.
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// First we get a buffer slice which represents a chunk of the buffer (which we
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// can't access yet).
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// We want the whole thing so use unbounded range.
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let buffer_slice = buffers.cpu_buffer.slice(..);
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// Now things get complicated. WebGPU, for safety reasons, only allows either the GPU
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// or CPU to access a buffer's contents at a time. We need to "map" the buffer which means
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// flipping ownership of the buffer over to the CPU and making access legal. We do this
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// with `BufferSlice::map_async`.
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//
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// The problem is that map_async is not an async function so we can't await it. What
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// we need to do instead is pass in a closure that will be executed when the slice is
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// either mapped or the mapping has failed.
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//
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// The problem with this is that we don't have a reliable way to wait in the main
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// code for the buffer to be mapped and even worse, calling get_mapped_range or
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// get_mapped_range_mut prematurely will cause a panic, not return an error.
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//
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// Using channels solves this as awaiting the receiving of a message from
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// the passed closure will force the outside code to wait. It also doesn't hurt
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// if the closure finishes before the outside code catches up as the message is
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// buffered and receiving will just pick that up.
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//
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// It may also be worth noting that although on native, the usage of asynchronous
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// channels is wholly unnecessary, for the sake of portability to WASM
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// we'll use async channels that work on both native and WASM.
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let (s, r) = crossbeam_channel::unbounded::<()>();
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// Maps the buffer so it can be read on the cpu
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buffer_slice.map_async(MapMode::Read, move |r| match r {
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// This will execute once the gpu is ready, so after the call to poll()
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Ok(_) => s.send(()).expect("Failed to send map update"),
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Err(err) => panic!("Failed to map buffer {err}"),
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});
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// In order for the mapping to be completed, one of three things must happen.
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// One of those can be calling `Device::poll`. This isn't necessary on the web as devices
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// are polled automatically but natively, we need to make sure this happens manually.
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// `Maintain::Wait` will cause the thread to wait on native but not on WebGpu.
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// This blocks until the gpu is done executing everything
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render_device.poll(Maintain::wait()).panic_on_timeout();
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// This blocks until the buffer is mapped
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r.recv().expect("Failed to receive the map_async message");
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{
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let buffer_view = buffer_slice.get_mapped_range();
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let data = buffer_view
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.chunks(std::mem::size_of::<u32>())
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.map(|chunk| u32::from_ne_bytes(chunk.try_into().expect("should be a u32")))
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.collect::<Vec<u32>>();
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sender
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.send(data)
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.expect("Failed to send data to main world");
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}
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// We need to make sure all `BufferView`'s are dropped before we do what we're about
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// to do.
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// Unmap so that we can copy to the staging buffer in the next iteration.
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buffers.cpu_buffer.unmap();
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}
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/// Label to identify the node in the render graph
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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struct ComputeNodeLabel;
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/// The node that will execute the compute shader
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#[derive(Default)]
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struct ComputeNode {}
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impl render_graph::Node for ComputeNode {
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fn run(
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&self,
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_graph: &mut render_graph::RenderGraphContext,
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), render_graph::NodeRunError> {
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = world.resource::<ComputePipeline>();
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let bind_group = world.resource::<GpuBufferBindGroup>();
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if let Some(init_pipeline) = pipeline_cache.get_compute_pipeline(pipeline.pipeline) {
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let mut pass =
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render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor {
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label: Some("GPU readback compute pass"),
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..default()
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});
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pass.set_bind_group(0, &bind_group.0, &[]);
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pass.set_pipeline(init_pipeline);
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pass.dispatch_workgroups(BUFFER_LEN as u32, 1, 1);
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}
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// Copy the gpu accessible buffer to the cpu accessible buffer
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let buffers = world.resource::<Buffers>();
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render_context.command_encoder().copy_buffer_to_buffer(
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buffers
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.gpu_buffer
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.buffer()
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.expect("Buffer should have already been uploaded to the gpu"),
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0,
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&buffers.cpu_buffer,
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0,
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(BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
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);
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Ok(())
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}
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}
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