pub enum Readback {
Texture(Handle<Image>),
Buffer {
buffer: Handle<ShaderBuffer>,
start_offset_and_size: Option<(u64, u64)>,
},
}Available on crate feature
bevy_render only.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
Variants§
Implementations§
Source§impl Readback
impl Readback
Sourcepub fn texture(image: Handle<Image>) -> Readback
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 146)
85fn setup(
86 mut commands: Commands,
87 mut images: ResMut<Assets<Image>>,
88 mut buffers: ResMut<Assets<ShaderBuffer>>,
89) {
90 // Create a storage buffer with some data
91 let buffer: Vec<u32> = (0..BUFFER_LEN as u32).collect();
92 let mut buffer = ShaderBuffer::from(buffer);
93 // We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
94 buffer.buffer_usage |= BufferUsages::COPY_SRC;
95 let buffer = buffers.add(buffer);
96
97 // Create a storage texture with some data
98 let size = Extent3d {
99 width: BUFFER_LEN as u32,
100 height: 1,
101 ..default()
102 };
103 // We create an uninitialized image since this texture will only be used for getting data out
104 // of the compute shader, not getting data in, so there's no reason for it to exist on the CPU
105 let mut image = Image::new_uninit(
106 size,
107 TextureDimension::D2,
108 TextureFormat::R32Uint,
109 RenderAssetUsages::RENDER_WORLD,
110 );
111 // We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
112 // compute shader
113 image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
114 let image = images.add(image);
115
116 // Spawn the readback components. For each frame, the data will be read back from the GPU
117 // asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
118 // to stop reading back the data.
119 commands
120 .spawn(Readback::buffer(buffer.clone()))
121 .observe(|event: On<ReadbackComplete>| {
122 // This matches the type which was used to create the `ShaderBuffer` above,
123 // and is a convenient way to interpret the data.
124 let data: Vec<u32> = event.to_shader_type();
125 info!("Buffer {:?}", data);
126 });
127
128 // It is also possible to read only a range of the buffer.
129 commands
130 .spawn(Readback::buffer_range(
131 buffer.clone(),
132 4 * u32::SHADER_SIZE.get(), // skip the first four elements
133 8 * u32::SHADER_SIZE.get(), // read eight elements
134 ))
135 .observe(|event: On<ReadbackComplete>| {
136 let data: Vec<u32> = event.to_shader_type();
137 info!("Buffer range {:?}", data);
138 });
139
140 // This is just a simple way to pass the buffer handle to the render app for our compute node
141 commands.insert_resource(ReadbackBuffer(buffer));
142
143 // Textures can also be read back from the GPU. Pay careful attention to the format of the
144 // texture, as it will affect how the data is interpreted.
145 commands
146 .spawn(Readback::texture(image.clone()))
147 .observe(|event: On<ReadbackComplete>| {
148 // You probably want to interpret the data as a color rather than a `ShaderType`,
149 // but in this case we know the data is a single channel storage texture, so we can
150 // interpret it as a `Vec<u32>`
151 let data: Vec<u32> = event.to_shader_type();
152 info!("Image {:?}", data);
153 });
154 commands.insert_resource(ReadbackImage(image));
155}Sourcepub fn buffer(buffer: Handle<ShaderBuffer>) -> Readback
pub fn buffer(buffer: Handle<ShaderBuffer>) -> Readback
Create a readback component for a full buffer using the given handle.
Examples found in repository?
examples/shader/gpu_readback.rs (line 120)
85fn setup(
86 mut commands: Commands,
87 mut images: ResMut<Assets<Image>>,
88 mut buffers: ResMut<Assets<ShaderBuffer>>,
89) {
90 // Create a storage buffer with some data
91 let buffer: Vec<u32> = (0..BUFFER_LEN as u32).collect();
92 let mut buffer = ShaderBuffer::from(buffer);
93 // We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
94 buffer.buffer_usage |= BufferUsages::COPY_SRC;
95 let buffer = buffers.add(buffer);
96
97 // Create a storage texture with some data
98 let size = Extent3d {
99 width: BUFFER_LEN as u32,
100 height: 1,
101 ..default()
102 };
103 // We create an uninitialized image since this texture will only be used for getting data out
104 // of the compute shader, not getting data in, so there's no reason for it to exist on the CPU
105 let mut image = Image::new_uninit(
106 size,
107 TextureDimension::D2,
108 TextureFormat::R32Uint,
109 RenderAssetUsages::RENDER_WORLD,
110 );
111 // We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
112 // compute shader
113 image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
114 let image = images.add(image);
115
116 // Spawn the readback components. For each frame, the data will be read back from the GPU
117 // asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
118 // to stop reading back the data.
119 commands
120 .spawn(Readback::buffer(buffer.clone()))
121 .observe(|event: On<ReadbackComplete>| {
122 // This matches the type which was used to create the `ShaderBuffer` above,
123 // and is a convenient way to interpret the data.
124 let data: Vec<u32> = event.to_shader_type();
125 info!("Buffer {:?}", data);
126 });
127
128 // It is also possible to read only a range of the buffer.
129 commands
130 .spawn(Readback::buffer_range(
131 buffer.clone(),
132 4 * u32::SHADER_SIZE.get(), // skip the first four elements
133 8 * u32::SHADER_SIZE.get(), // read eight elements
134 ))
135 .observe(|event: On<ReadbackComplete>| {
136 let data: Vec<u32> = event.to_shader_type();
137 info!("Buffer range {:?}", data);
138 });
139
140 // This is just a simple way to pass the buffer handle to the render app for our compute node
141 commands.insert_resource(ReadbackBuffer(buffer));
142
143 // Textures can also be read back from the GPU. Pay careful attention to the format of the
144 // texture, as it will affect how the data is interpreted.
145 commands
146 .spawn(Readback::texture(image.clone()))
147 .observe(|event: On<ReadbackComplete>| {
148 // You probably want to interpret the data as a color rather than a `ShaderType`,
149 // but in this case we know the data is a single channel storage texture, so we can
150 // interpret it as a `Vec<u32>`
151 let data: Vec<u32> = event.to_shader_type();
152 info!("Image {:?}", data);
153 });
154 commands.insert_resource(ReadbackImage(image));
155}Sourcepub fn buffer_range(
buffer: Handle<ShaderBuffer>,
start_offset: u64,
size: u64,
) -> Readback
pub fn buffer_range( buffer: Handle<ShaderBuffer>, start_offset: u64, size: u64, ) -> Readback
Create a readback component for a buffer range using the given handle, a start offset in bytes and a number of bytes to read.
Examples found in repository?
examples/shader/gpu_readback.rs (lines 130-134)
85fn setup(
86 mut commands: Commands,
87 mut images: ResMut<Assets<Image>>,
88 mut buffers: ResMut<Assets<ShaderBuffer>>,
89) {
90 // Create a storage buffer with some data
91 let buffer: Vec<u32> = (0..BUFFER_LEN as u32).collect();
92 let mut buffer = ShaderBuffer::from(buffer);
93 // We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
94 buffer.buffer_usage |= BufferUsages::COPY_SRC;
95 let buffer = buffers.add(buffer);
96
97 // Create a storage texture with some data
98 let size = Extent3d {
99 width: BUFFER_LEN as u32,
100 height: 1,
101 ..default()
102 };
103 // We create an uninitialized image since this texture will only be used for getting data out
104 // of the compute shader, not getting data in, so there's no reason for it to exist on the CPU
105 let mut image = Image::new_uninit(
106 size,
107 TextureDimension::D2,
108 TextureFormat::R32Uint,
109 RenderAssetUsages::RENDER_WORLD,
110 );
111 // We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
112 // compute shader
113 image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
114 let image = images.add(image);
115
116 // Spawn the readback components. For each frame, the data will be read back from the GPU
117 // asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
118 // to stop reading back the data.
119 commands
120 .spawn(Readback::buffer(buffer.clone()))
121 .observe(|event: On<ReadbackComplete>| {
122 // This matches the type which was used to create the `ShaderBuffer` above,
123 // and is a convenient way to interpret the data.
124 let data: Vec<u32> = event.to_shader_type();
125 info!("Buffer {:?}", data);
126 });
127
128 // It is also possible to read only a range of the buffer.
129 commands
130 .spawn(Readback::buffer_range(
131 buffer.clone(),
132 4 * u32::SHADER_SIZE.get(), // skip the first four elements
133 8 * u32::SHADER_SIZE.get(), // read eight elements
134 ))
135 .observe(|event: On<ReadbackComplete>| {
136 let data: Vec<u32> = event.to_shader_type();
137 info!("Buffer range {:?}", data);
138 });
139
140 // This is just a simple way to pass the buffer handle to the render app for our compute node
141 commands.insert_resource(ReadbackBuffer(buffer));
142
143 // Textures can also be read back from the GPU. Pay careful attention to the format of the
144 // texture, as it will affect how the data is interpreted.
145 commands
146 .spawn(Readback::texture(image.clone()))
147 .observe(|event: On<ReadbackComplete>| {
148 // You probably want to interpret the data as a color rather than a `ShaderType`,
149 // but in this case we know the data is a single channel storage texture, so we can
150 // interpret it as a `Vec<u32>`
151 let data: Vec<u32> = event.to_shader_type();
152 info!("Image {:?}", data);
153 });
154 commands.insert_resource(ReadbackImage(image));
155}Trait Implementations§
Source§impl Component for Readback
impl Component for Readback
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
A constant indicating the storage type used for this component.
Source§type Mutability = Mutable
type Mutability = Mutable
A marker type to assist Bevy with determining if this component is
mutable, or immutable. Mutable components will have
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
Source§fn map_entities<M>(this: &mut Readback, mapper: &mut M)where
M: EntityMapper,
fn map_entities<M>(this: &mut Readback, mapper: &mut M)where
M: EntityMapper,
Maps the entities on this component using the given
EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Readback>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Readback>>
Returns
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§const HAS_SUMMARY_TICK: bool = false
const HAS_SUMMARY_TICK: bool = false
Set this constant to true if the component should track a summary
tick. Read more
Source§impl ExtractComponent<RenderApp> for Readback
impl ExtractComponent<RenderApp> for Readback
Source§type QueryData = &'static Readback
type QueryData = &'static Readback
ECS
ReadOnlyQueryData to fetch the components to extract.Source§type QueryFilter = ()
type QueryFilter = ()
Filters the entities with additional constraints.
Source§type Out = Readback
type Out = Readback
The output from extraction, i.e.
ExtractComponent::extract_component. Read moreSource§fn extract_component(
item: <<Readback as ExtractComponent<RenderApp>>::QueryData as QueryData>::Item<'_, '_>,
) -> Option<<Readback as ExtractComponent<RenderApp>>::Out>
fn extract_component( item: <<Readback as ExtractComponent<RenderApp>>::QueryData as QueryData>::Item<'_, '_>, ) -> Option<<Readback as ExtractComponent<RenderApp>>::Out>
Defines how the component is transferred into the “sub world”. Read more
Source§impl FromTemplate for Readback
impl FromTemplate for Readback
Source§type Template = ReadbackTemplate
type Template = ReadbackTemplate
The
Template for this type.Source§impl SyncComponent<RenderApp> for Readback
impl SyncComponent<RenderApp> for Readback
impl Unpin for Readbackwhere
[()]: for<'a> SpecializeFromTemplate,
Auto Trait Implementations§
impl Freeze for Readback
impl RefUnwindSafe for Readback
impl Send for Readback
impl Sync for Readback
impl UnsafeUnpin for Readback
impl UnwindSafe for Readback
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<C> Bundle for Cwhere
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impl<C> Bundle for Cwhere
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Source§fn get_component_ids(
components: &Components,
) -> impl Iterator<Item = Option<ComponentId>>
fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>
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