Dispatch and run compute shaders on bevy from App World .
Add the following line to your Cargo.toml
[dependencies]
bevy_app_compute = "0.10.3"
Declare your shaders in structs implementing ComputeShader
. The shader()
fn should point to your shader source code.
You need to derive TypeUuid
as well and assign a unique Uuid:
#[derive(TypeUuid)]
#[uuid = "2545ae14-a9bc-4f03-9ea4-4eb43d1075a7"]
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
:
use bevy::prelude::*;
use bevy_app_compute::AppComputePlugin;
fn main() {
App::new()
.add_plugins(AppComputePlugin)
.add_plugins(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)
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)
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<Input<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)
See examples
- Ability to read/write between compute passes.
- add more options to the api, like deciding
BufferUsages
or size of buffers. - Optimization. Right now the code is a complete mess.
- Tests. This badly needs tests.
Bevy | bevy_app_compute |
---|---|
main | main |
0.10 | 0.10.3 |
0.12 | 0.10.5 |