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|
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use bevy::{ |
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asset::RenderAssetUsages, |
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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, ReadbackOnce}, |
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render_asset::RenderAssets, |
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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, RenderGraph}, |
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storage::{GpuShaderBuffer, ShaderBuffer}, |
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texture::GpuImage, |
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Render, RenderApp, RenderStartup, RenderSystems, |
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}, |
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}; |
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|
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|
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const SHADER_ASSET_PATH: &str = "shaders/gpu_readback.wesl"; |
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|
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|
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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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.add_systems(Update, trigger_once_readback) |
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.run(); |
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} |
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|
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|
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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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let Some(render_app) = app.get_sub_app_mut(RenderApp) else { |
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return; |
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}; |
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render_app |
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.add_systems(RenderStartup, init_compute_pipeline) |
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.add_systems( |
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Render, |
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prepare_bind_group |
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.in_set(RenderSystems::PrepareBindGroups) |
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|
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.run_if(not(resource_exists::<GpuBufferBindGroup>)), |
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) |
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.add_systems(RenderGraph, compute); |
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} |
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} |
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|
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#[derive(Resource, ExtractResource, Clone)] |
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#[extract_app(RenderApp)] |
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struct ReadbackBuffer(Handle<ShaderBuffer>); |
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|
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fn trigger_once_readback( |
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keyboard: Res<ButtonInput<KeyCode>>, |
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readback_buffer: Res<ReadbackBuffer>, |
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mut commands: Commands, |
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) { |
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if keyboard.just_pressed(KeyCode::Space) { |
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commands |
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.spawn(ReadbackOnce::buffer(readback_buffer.0.clone())) |
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.observe(|event: On<ReadbackComplete>| { |
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let data: Vec<u32> = event.to_shader_type(); |
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info!("Buffer (once) {:?}", data); |
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}); |
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} |
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} |
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|
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#[derive(Resource, ExtractResource, Clone)] |
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#[extract_app(RenderApp)] |
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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<ShaderBuffer>>, |
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) { |
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|
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let buffer: Vec<u32> = (0..BUFFER_LEN as u32).collect(); |
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let mut buffer = ShaderBuffer::from(buffer); |
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|
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buffer.buffer_usage |= BufferUsages::COPY_SRC; |
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let buffer = buffers.add(buffer); |
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|
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|
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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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|
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|
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let mut image = Image::new_uninit( |
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size, |
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TextureDimension::D2, |
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TextureFormat::R32Uint, |
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RenderAssetUsages::RENDER_WORLD, |
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); |
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|
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|
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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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|
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|
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|
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commands |
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.spawn(Readback::buffer(buffer.clone())) |
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.observe(|event: On<ReadbackComplete>| { |
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|
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|
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let data: Vec<u32> = event.to_shader_type(); |
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info!("Buffer {:?}", data); |
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}); |
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|
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|
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commands |
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.spawn(Readback::buffer_range( |
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buffer.clone(), |
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4 * u32::SHADER_SIZE.get(), |
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8 * u32::SHADER_SIZE.get(), |
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)) |
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.observe(|event: On<ReadbackComplete>| { |
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let data: Vec<u32> = event.to_shader_type(); |
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info!("Buffer range {:?}", data); |
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}); |
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|
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|
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commands.insert_resource(ReadbackBuffer(buffer)); |
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|
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|
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|
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commands |
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.spawn(Readback::texture(image.clone())) |
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.observe(|event: On<ReadbackComplete>| { |
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|
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|
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|
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let data: Vec<u32> = event.to_shader_type(); |
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info!("Image {:?}", data); |
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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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pipeline_cache: Res<PipelineCache>, |
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buffer: Res<ReadbackBuffer>, |
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image: Res<ReadbackImage>, |
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buffers: Res<RenderAssets<GpuShaderBuffer>>, |
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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_cache.get_bind_group_layout(&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: BindGroupLayoutDescriptor, |
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pipeline: CachedComputePipelineId, |
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} |
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|
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fn init_compute_pipeline( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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pipeline_cache: Res<PipelineCache>, |
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) { |
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let layout = BindGroupLayoutDescriptor::new( |
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"", |
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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 = asset_server.load(SHADER_ASSET_PATH); |
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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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shader: shader.clone(), |
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..default() |
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}); |
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commands.insert_resource(ComputePipeline { layout, pipeline }); |
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} |
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|
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fn compute( |
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mut render_context: RenderContext, |
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pipeline_cache: Res<PipelineCache>, |
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pipeline: Res<ComputePipeline>, |
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bind_group: Res<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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} |