mirror of
https://github.com/bevyengine/bevy
synced 2024-12-03 09:59:15 +00:00
40c26f80aa
# Objective Adds a new `Readback` component to request for readback of a `Handle<Image>` or `Handle<ShaderStorageBuffer>` to the CPU in a future frame. ## Solution We track the `Readback` component and allocate a target buffer to write the gpu resource into and map it back asynchronously, which then fires a trigger on the entity in the main world. This proccess is asynchronous, and generally takes a few frames. ## Showcase ```rust let mut buffer = ShaderStorageBuffer::from(vec![0u32; 16]); buffer.buffer_description.usage |= BufferUsages::COPY_SRC; let buffer = buffers.add(buffer); commands .spawn(Readback::buffer(buffer.clone())) .observe(|trigger: Trigger<ReadbackComplete>| { info!("Buffer data from previous frame {:?}", trigger.event()); }); ``` --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
221 lines
7.9 KiB
Rust
221 lines
7.9 KiB
Rust
//! Simple example demonstrating the use of the [`Readback`] component to read back data from the GPU
|
|
//! using both a storage buffer and texture.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
render::{
|
|
extract_resource::{ExtractResource, ExtractResourcePlugin},
|
|
gpu_readback::{Readback, ReadbackComplete},
|
|
render_asset::{RenderAssetUsages, RenderAssets},
|
|
render_graph,
|
|
render_graph::{RenderGraph, RenderLabel},
|
|
render_resource::{
|
|
binding_types::{storage_buffer, texture_storage_2d},
|
|
*,
|
|
},
|
|
renderer::{RenderContext, RenderDevice},
|
|
storage::{GpuShaderStorageBuffer, ShaderStorageBuffer},
|
|
texture::GpuImage,
|
|
Render, RenderApp, RenderSet,
|
|
},
|
|
};
|
|
|
|
/// This example uses a shader source file from the assets subdirectory
|
|
const SHADER_ASSET_PATH: &str = "shaders/gpu_readback.wgsl";
|
|
|
|
// The length of the buffer sent to the gpu
|
|
const BUFFER_LEN: usize = 16;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins,
|
|
GpuReadbackPlugin,
|
|
ExtractResourcePlugin::<ReadbackBuffer>::default(),
|
|
ExtractResourcePlugin::<ReadbackImage>::default(),
|
|
))
|
|
.insert_resource(ClearColor(Color::BLACK))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
// 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) {}
|
|
|
|
fn finish(&self, app: &mut App) {
|
|
let render_app = app.sub_app_mut(RenderApp);
|
|
render_app.init_resource::<ComputePipeline>().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>)),
|
|
);
|
|
|
|
// 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, ExtractResource, Clone)]
|
|
struct ReadbackBuffer(Handle<ShaderStorageBuffer>);
|
|
|
|
#[derive(Resource, ExtractResource, Clone)]
|
|
struct ReadbackImage(Handle<Image>);
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut images: ResMut<Assets<Image>>,
|
|
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
|
|
) {
|
|
// Create a storage buffer with some data
|
|
let buffer = vec![0u32; BUFFER_LEN];
|
|
let mut buffer = ShaderStorageBuffer::from(buffer);
|
|
// We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
|
|
buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
|
|
let buffer = buffers.add(buffer);
|
|
|
|
// Create a storage texture with some data
|
|
let size = Extent3d {
|
|
width: BUFFER_LEN as u32,
|
|
height: 1,
|
|
..default()
|
|
};
|
|
let mut image = Image::new_fill(
|
|
size,
|
|
TextureDimension::D2,
|
|
&[0, 0, 0, 0],
|
|
TextureFormat::R32Uint,
|
|
RenderAssetUsages::RENDER_WORLD,
|
|
);
|
|
// We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
|
|
// compute shader
|
|
image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
|
|
let image = images.add(image);
|
|
|
|
// Spawn the readback components. For each frame, the data will be read back from the GPU
|
|
// asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
|
|
// to stop reading back the data.
|
|
commands.spawn(Readback::buffer(buffer.clone())).observe(
|
|
|trigger: Trigger<ReadbackComplete>| {
|
|
// This matches the type which was used to create the `ShaderStorageBuffer` above,
|
|
// and is a convenient way to interpret the data.
|
|
let data: Vec<u32> = trigger.event().to_shader_type();
|
|
info!("Buffer {:?}", data);
|
|
},
|
|
);
|
|
// This is just a simple way to pass the buffer handle to the render app for our compute node
|
|
commands.insert_resource(ReadbackBuffer(buffer));
|
|
|
|
// Textures can also be read back from the GPU. Pay careful attention to the format of the
|
|
// texture, as it will affect how the data is interpreted.
|
|
commands.spawn(Readback::texture(image.clone())).observe(
|
|
|trigger: Trigger<ReadbackComplete>| {
|
|
// You probably want to interpret the data as a color rather than a `ShaderType`,
|
|
// but in this case we know the data is a single channel storage texture, so we can
|
|
// interpret it as a `Vec<u32>`
|
|
let data: Vec<u32> = trigger.event().to_shader_type();
|
|
info!("Image {:?}", data);
|
|
},
|
|
);
|
|
commands.insert_resource(ReadbackImage(image));
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct GpuBufferBindGroup(BindGroup);
|
|
|
|
fn prepare_bind_group(
|
|
mut commands: Commands,
|
|
pipeline: Res<ComputePipeline>,
|
|
render_device: Res<RenderDevice>,
|
|
buffer: Res<ReadbackBuffer>,
|
|
image: Res<ReadbackImage>,
|
|
buffers: Res<RenderAssets<GpuShaderStorageBuffer>>,
|
|
images: Res<RenderAssets<GpuImage>>,
|
|
) {
|
|
let buffer = buffers.get(&buffer.0).unwrap();
|
|
let image = images.get(&image.0).unwrap();
|
|
let bind_group = render_device.create_bind_group(
|
|
None,
|
|
&pipeline.layout,
|
|
&BindGroupEntries::sequential((
|
|
buffer.buffer.as_entire_buffer_binding(),
|
|
image.texture_view.into_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::sequential(
|
|
ShaderStages::COMPUTE,
|
|
(
|
|
storage_buffer::<Vec<u32>>(false),
|
|
texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
|
|
),
|
|
),
|
|
);
|
|
let shader = world.load_asset(SHADER_ASSET_PATH);
|
|
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 }
|
|
}
|
|
}
|
|
|
|
/// 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);
|
|
}
|
|
Ok(())
|
|
}
|
|
}
|