bevy::render::gpu_readback

Enum Readback

Source
pub enum Readback {
    Texture(Handle<Image>),
    Buffer(Handle<ShaderStorageBuffer>),
}
Expand description

A component that registers the wrapped handle for gpu readback, either a texture or a buffer.

Data is read asynchronously and will be triggered on the entity via the ReadbackComplete event when complete. If this component is not removed, the readback will be attempted every frame

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impl Readback

Source

pub fn texture(image: Handle<Image>) -> Readback

Create a readback component for a texture using the given handle.

Examples found in repository?
examples/shader/gpu_readback.rs (line 117)
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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));
}
Source

pub fn buffer(buffer: Handle<ShaderStorageBuffer>) -> Readback

Create a readback component for a buffer using the given handle.

Examples found in repository?
examples/shader/gpu_readback.rs (line 104)
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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));
}

Trait Implementations§

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impl Clone for Readback

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fn clone(&self) -> Readback

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Readback
where Readback: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for Readback

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl ExtractComponent for Readback
where Readback: Clone,

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type QueryData = &'static Readback

ECS ReadOnlyQueryData to fetch the components to extract.
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type QueryFilter = ()

Filters the entities with additional constraints.
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type Out = Readback

The output from extraction. Read more
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fn extract_component( item: <<Readback as ExtractComponent>::QueryData as WorldQuery>::Item<'_>, ) -> Option<<Readback as ExtractComponent>::Out>

Defines how the component is transferred into the “render world”.

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn register_required_components( components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, )

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Gets this Bundle’s component ids. This will be None if the component has not been registered.
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