bevy_easy_compute

Crates.iobevy_easy_compute
lib.rsbevy_easy_compute
version
sourcesrc
created_at2024-07-14 20:06:57.389167
updated_at2024-12-08 06:18:11.57001
descriptionAn easy way to run compute shaders for Bevy
homepagehttps://github.com/AnthonyTornetta/bevy_easy_compute
repositoryhttps://github.com/AnthonyTornetta/bevy_easy_compute
max_upload_size
id1303220
Cargo.toml error:TOML parse error at line 21, column 1 | 21 | autolib = false | ^^^^^^^ unknown field `autolib`, expected one of `name`, `version`, `edition`, `authors`, `description`, `readme`, `license`, `repository`, `homepage`, `documentation`, `build`, `resolver`, `links`, `default-run`, `default_dash_run`, `rust-version`, `rust_dash_version`, `rust_version`, `license-file`, `license_dash_file`, `license_file`, `licenseFile`, `license_capital_file`, `forced-target`, `forced_dash_target`, `autobins`, `autotests`, `autoexamples`, `autobenches`, `publish`, `metadata`, `keywords`, `categories`, `exclude`, `include`
size0
Anthony Tornetta (AnthonyTornetta)

documentation

https://docs.rs/bevy_easy_compute

README

Bevy Easy Compute

MIT/Apache 2.0 Doc Crate

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 = "0.15"

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`
    // the order of the values represents their binding order
    .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
0.15 0.15
0.14 0.14.1
Commit count: 91

cargo fmt