 40c26f80aa
			
		
	
	
		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>
		
	
			
		
			
				
	
	
		
			222 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			222 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Simple example demonstrating the use of the [`Readback`] component to read back data from the GPU
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| //! using both a storage buffer and texture.
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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|         extract_resource::{ExtractResource, ExtractResourcePlugin},
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|         gpu_readback::{Readback, ReadbackComplete},
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|         render_asset::{RenderAssetUsages, RenderAssets},
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|         render_graph,
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|         render_graph::{RenderGraph, RenderLabel},
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|         render_resource::{
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|             binding_types::{storage_buffer, texture_storage_2d},
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|             *,
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|         },
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|         renderer::{RenderContext, RenderDevice},
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|         storage::{GpuShaderStorageBuffer, ShaderStorageBuffer},
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|         texture::GpuImage,
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|         Render, RenderApp, RenderSet,
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|     },
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| };
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| 
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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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| 
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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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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((
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|             DefaultPlugins,
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|             GpuReadbackPlugin,
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|             ExtractResourcePlugin::<ReadbackBuffer>::default(),
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|             ExtractResourcePlugin::<ReadbackImage>::default(),
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|         ))
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|         .insert_resource(ClearColor(Color::BLACK))
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|         .add_systems(Startup, setup)
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|         .run();
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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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| 
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|     fn finish(&self, app: &mut App) {
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|         let render_app = app.sub_app_mut(RenderApp);
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|         render_app.init_resource::<ComputePipeline>().add_systems(
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|             Render,
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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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|         );
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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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| 
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| #[derive(Resource, ExtractResource, Clone)]
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| struct ReadbackBuffer(Handle<ShaderStorageBuffer>);
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| 
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| #[derive(Resource, ExtractResource, Clone)]
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| struct ReadbackImage(Handle<Image>);
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut images: ResMut<Assets<Image>>,
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|     mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
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| ) {
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|     // Create a storage buffer with some data
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|     let buffer = vec![0u32; BUFFER_LEN];
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|     let mut buffer = ShaderStorageBuffer::from(buffer);
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|     // We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
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|     buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
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|     let buffer = buffers.add(buffer);
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| 
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|     // Create a storage texture with some data
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|     let size = Extent3d {
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|         width: BUFFER_LEN as u32,
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|         height: 1,
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|         ..default()
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|     };
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|     let mut image = Image::new_fill(
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|         size,
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|         TextureDimension::D2,
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|         &[0, 0, 0, 0],
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|         TextureFormat::R32Uint,
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|         RenderAssetUsages::RENDER_WORLD,
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|     );
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|     // We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
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|     // compute shader
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|     image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
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|     let image = images.add(image);
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| 
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|     // Spawn the readback components. For each frame, the data will be read back from the GPU
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|     // asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
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|     // to stop reading back the data.
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|     commands.spawn(Readback::buffer(buffer.clone())).observe(
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|         |trigger: Trigger<ReadbackComplete>| {
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|             // This matches the type which was used to create the `ShaderStorageBuffer` above,
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|             // and is a convenient way to interpret the data.
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|             let data: Vec<u32> = trigger.event().to_shader_type();
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|             info!("Buffer {:?}", data);
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|         },
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|     );
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|     // This is just a simple way to pass the buffer handle to the render app for our compute node
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|     commands.insert_resource(ReadbackBuffer(buffer));
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| 
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|     // Textures can also be read back from the GPU. Pay careful attention to the format of the
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|     // texture, as it will affect how the data is interpreted.
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|     commands.spawn(Readback::texture(image.clone())).observe(
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|         |trigger: Trigger<ReadbackComplete>| {
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|             // You probably want to interpret the data as a color rather than a `ShaderType`,
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|             // but in this case we know the data is a single channel storage texture, so we can
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|             // interpret it as a `Vec<u32>`
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|             let data: Vec<u32> = trigger.event().to_shader_type();
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|             info!("Image {:?}", data);
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|         },
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|     );
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|     commands.insert_resource(ReadbackImage(image));
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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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| 
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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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|     buffer: Res<ReadbackBuffer>,
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|     image: Res<ReadbackImage>,
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|     buffers: Res<RenderAssets<GpuShaderStorageBuffer>>,
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|     images: Res<RenderAssets<GpuImage>>,
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| ) {
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|     let buffer = buffers.get(&buffer.0).unwrap();
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|     let image = images.get(&image.0).unwrap();
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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::sequential((
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|             buffer.buffer.as_entire_buffer_binding(),
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|             image.texture_view.into_binding(),
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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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| 
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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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| 
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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::sequential(
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|                 ShaderStages::COMPUTE,
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|                 (
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|                     storage_buffer::<Vec<u32>>(false),
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|                     texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly),
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|                 ),
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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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| 
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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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| 
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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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| 
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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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| 
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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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|         Ok(())
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|     }
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| }
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