1 unstable release
0.14.0 | Jul 14, 2024 |
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#362 in Game dev
66KB
1K
SLoC
Bevy Easy Compute
An easy way to run wgpu compute shaders within a bevy app.
This is a fork of Kjolnyr/bevy_app_compute, which is no longer being maintained. This project's goal is to keep maintaining bevy_app_compute
while keeping the overall architecture of it and adding improvements. Issues + PRs are welcome.
Getting Started
Add the following line to your Cargo.toml
[dependencies]
bevy_easy_compute = "0.14.0"
Usage
Setup
Declare your shaders in structs implementing ComputeShader
. The shader()
fn should point to your shader source code.
You need to derive TypePath
as well:
#[derive(TypePath)]
struct SimpleShader;
impl ComputeShader for SimpleShader {
fn shader() -> ShaderRef {
"shaders/simple.wgsl".into()
}
}
Next, declare a struct implementing ComputeWorker
to declare the bindings and the logic of your worker:
#[derive(Resource)]
struct SimpleComputeWorker;
impl ComputeWorker for SimpleComputeWorker {
fn build(world: &mut World) -> AppComputeWorker<Self> {
let worker = AppComputeWorkerBuilder::new(world)
// Add a uniform variable
.add_uniform("uni", &5.)
// Add a staging buffer, it will be available from
// both CPU and GPU land.
.add_staging("values", &[1., 2., 3., 4.])
// Create a compute pass from your compute shader
// and define used variables
.add_pass::<SimpleShader>([4, 1, 1], &["uni", "values"])
.build();
worker
}
}
Don't forget to add a shader file to your assets/
folder:
@group(0) @binding(0)
var<uniform> uni: f32;
@group(0) @binding(1)
var<storage, read_write> my_storage: array<f32>;
@compute @workgroup_size(1)
fn main(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
my_storage[invocation_id.x] = my_storage[invocation_id.x] + uni;
}
Add the AppComputePlugin
plugin to your app, as well as one AppComputeWorkerPlugin
per struct implementing ComputeWorker
:
App::new()
// ... other plugins ...
.add_plugins(bevy_easy_compute::AppComputeWorkerPlugin::<SimpleComputeWorker>::default());
Your compute worker will now run every frame, during the PostUpdate
stage. To read/write from it, use the AppComputeWorker<T>
resource!
fn my_system(
mut compute_worker: ResMut<AppComputeWorker<SimpleComputeWorker>>
) {
if !compute_worker.available() {
return;
};
let result: Vec<f32> = compute_worker.read_vec("values");
compute_worker.write_slice("values", [2., 3., 4., 5.]);
println!("got {:?}", result)
}
(see simple.rs)
Multiple passes
You can have multiple passes without having to copy data back to the CPU in between:
let worker = AppComputeWorkerBuilder::new(world)
.add_uniform("value", &3.)
.add_storage("input", &[1., 2., 3., 4.])
.add_staging("output", &[0f32; 4])
// add each item + `value` from `input` to `output`
.add_pass::<FirstPassShader>([4, 1, 1], &["value", "input", "output"])
// multiply each element of `output` by itself
.add_pass::<SecondPassShader>([4, 1, 1], &["output"])
.build();
// the `output` buffer will contain [16.0, 25.0, 36.0, 49.0]
(see multi_pass.rs)
One shot computes
You can configure your worker to execute only when requested:
let worker = AppComputeWorkerBuilder::new(world)
.add_uniform("uni", &5.)
.add_staging("values", &[1., 2., 3., 4.])
.add_pass::<SimpleShader>([4, 1, 1], &["uni", "values"])
// This `one_shot()` function will configure your worker accordingly
.one_shot()
.build();
Then, you can call execute()
on your worker when you are ready to execute it:
// Execute it only when the left mouse button is pressed.
fn on_click_compute(
buttons: Res<ButtonInput<MouseButton>>,
mut compute_worker: ResMut<AppComputeWorker<SimpleComputeWorker>>
) {
if !buttons.just_pressed(MouseButton::Left) { return; }
compute_worker.execute();
}
It will run at the end of the current frame, and you'll be able to read the data in the next frame.
(see one_shot.rs)
Examples
See examples
Bevy version mapping
Bevy | bevy_easy_compute |
---|---|
0.14 | 0.14.0 |
Dependencies
~26–58MB
~1M SLoC