Struct bevy::render::render_resource::ComputePass

pub struct ComputePass<'a> { /* private fields */ }
Expand description

In-progress recording of a compute pass.

It can be created with CommandEncoder::begin_compute_pass.

Corresponds to WebGPU GPUComputePassEncoder.

Implementations§

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impl<'a> ComputePass<'a>

pub fn set_bind_group( &mut self, index: u32, bind_group: &'a BindGroup, offsets: &[u32], )

Sets the active bind group for a given bind group index. The bind group layout in the active pipeline when the dispatch() function is called must match the layout of this bind group.

If the bind group have dynamic offsets, provide them in the binding order. These offsets have to be aligned to Limits::min_uniform_buffer_offset_alignment or Limits::min_storage_buffer_offset_alignment appropriately.

Examples found in repository?
examples/shader/gpu_readback.rs (line 294)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<ComputePipeline>();
        let bind_group = world.resource::<GpuBufferBindGroup>();

        if let Some(init_pipeline) = pipeline_cache.get_compute_pipeline(pipeline.pipeline) {
            let mut pass =
                render_context
                    .command_encoder()
                    .begin_compute_pass(&ComputePassDescriptor {
                        label: Some("GPU readback compute pass"),
                        ..default()
                    });

            pass.set_bind_group(0, &bind_group.0, &[]);
            pass.set_pipeline(init_pipeline);
            pass.dispatch_workgroups(BUFFER_LEN as u32, 1, 1);
        }

        // Copy the gpu accessible buffer to the cpu accessible buffer
        let buffers = world.resource::<Buffers>();
        render_context.command_encoder().copy_buffer_to_buffer(
            buffers
                .gpu_buffer
                .buffer()
                .expect("Buffer should have already been uploaded to the gpu"),
            0,
            &buffers.cpu_buffer,
            0,
            (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
        );

        Ok(())
    }
More examples
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examples/shader/compute_shader_game_of_life.rs (line 276)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let bind_groups = &world.resource::<GameOfLifeImageBindGroups>().0;
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<GameOfLifePipeline>();

        let mut pass = render_context
            .command_encoder()
            .begin_compute_pass(&ComputePassDescriptor::default());

        // select the pipeline based on the current state
        match self.state {
            GameOfLifeState::Loading => {}
            GameOfLifeState::Init => {
                let init_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.init_pipeline)
                    .unwrap();
                pass.set_bind_group(0, &bind_groups[0], &[]);
                pass.set_pipeline(init_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
            GameOfLifeState::Update(index) => {
                let update_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.update_pipeline)
                    .unwrap();
                pass.set_bind_group(0, &bind_groups[index], &[]);
                pass.set_pipeline(update_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
        }

        Ok(())
    }

pub fn set_pipeline(&mut self, pipeline: &'a ComputePipeline)

Sets the active compute pipeline.

Examples found in repository?
examples/shader/gpu_readback.rs (line 295)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<ComputePipeline>();
        let bind_group = world.resource::<GpuBufferBindGroup>();

        if let Some(init_pipeline) = pipeline_cache.get_compute_pipeline(pipeline.pipeline) {
            let mut pass =
                render_context
                    .command_encoder()
                    .begin_compute_pass(&ComputePassDescriptor {
                        label: Some("GPU readback compute pass"),
                        ..default()
                    });

            pass.set_bind_group(0, &bind_group.0, &[]);
            pass.set_pipeline(init_pipeline);
            pass.dispatch_workgroups(BUFFER_LEN as u32, 1, 1);
        }

        // Copy the gpu accessible buffer to the cpu accessible buffer
        let buffers = world.resource::<Buffers>();
        render_context.command_encoder().copy_buffer_to_buffer(
            buffers
                .gpu_buffer
                .buffer()
                .expect("Buffer should have already been uploaded to the gpu"),
            0,
            &buffers.cpu_buffer,
            0,
            (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
        );

        Ok(())
    }
More examples
Hide additional examples
examples/shader/compute_shader_game_of_life.rs (line 277)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let bind_groups = &world.resource::<GameOfLifeImageBindGroups>().0;
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<GameOfLifePipeline>();

        let mut pass = render_context
            .command_encoder()
            .begin_compute_pass(&ComputePassDescriptor::default());

        // select the pipeline based on the current state
        match self.state {
            GameOfLifeState::Loading => {}
            GameOfLifeState::Init => {
                let init_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.init_pipeline)
                    .unwrap();
                pass.set_bind_group(0, &bind_groups[0], &[]);
                pass.set_pipeline(init_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
            GameOfLifeState::Update(index) => {
                let update_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.update_pipeline)
                    .unwrap();
                pass.set_bind_group(0, &bind_groups[index], &[]);
                pass.set_pipeline(update_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
        }

        Ok(())
    }

pub fn insert_debug_marker(&mut self, label: &str)

Inserts debug marker.

pub fn push_debug_group(&mut self, label: &str)

Start record commands and group it into debug marker group.

pub fn pop_debug_group(&mut self)

Stops command recording and creates debug group.

pub fn dispatch_workgroups(&mut self, x: u32, y: u32, z: u32)

Dispatches compute work operations.

x, y and z denote the number of work groups to dispatch in each dimension.

Examples found in repository?
examples/shader/gpu_readback.rs (line 296)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<ComputePipeline>();
        let bind_group = world.resource::<GpuBufferBindGroup>();

        if let Some(init_pipeline) = pipeline_cache.get_compute_pipeline(pipeline.pipeline) {
            let mut pass =
                render_context
                    .command_encoder()
                    .begin_compute_pass(&ComputePassDescriptor {
                        label: Some("GPU readback compute pass"),
                        ..default()
                    });

            pass.set_bind_group(0, &bind_group.0, &[]);
            pass.set_pipeline(init_pipeline);
            pass.dispatch_workgroups(BUFFER_LEN as u32, 1, 1);
        }

        // Copy the gpu accessible buffer to the cpu accessible buffer
        let buffers = world.resource::<Buffers>();
        render_context.command_encoder().copy_buffer_to_buffer(
            buffers
                .gpu_buffer
                .buffer()
                .expect("Buffer should have already been uploaded to the gpu"),
            0,
            &buffers.cpu_buffer,
            0,
            (BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
        );

        Ok(())
    }
More examples
Hide additional examples
examples/shader/compute_shader_game_of_life.rs (line 278)
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    fn run(
        &self,
        _graph: &mut render_graph::RenderGraphContext,
        render_context: &mut RenderContext,
        world: &World,
    ) -> Result<(), render_graph::NodeRunError> {
        let bind_groups = &world.resource::<GameOfLifeImageBindGroups>().0;
        let pipeline_cache = world.resource::<PipelineCache>();
        let pipeline = world.resource::<GameOfLifePipeline>();

        let mut pass = render_context
            .command_encoder()
            .begin_compute_pass(&ComputePassDescriptor::default());

        // select the pipeline based on the current state
        match self.state {
            GameOfLifeState::Loading => {}
            GameOfLifeState::Init => {
                let init_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.init_pipeline)
                    .unwrap();
                pass.set_bind_group(0, &bind_groups[0], &[]);
                pass.set_pipeline(init_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
            GameOfLifeState::Update(index) => {
                let update_pipeline = pipeline_cache
                    .get_compute_pipeline(pipeline.update_pipeline)
                    .unwrap();
                pass.set_bind_group(0, &bind_groups[index], &[]);
                pass.set_pipeline(update_pipeline);
                pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
            }
        }

        Ok(())
    }

pub fn dispatch_workgroups_indirect( &mut self, indirect_buffer: &'a Buffer, indirect_offset: u64, )

Dispatches compute work operations, based on the contents of the indirect_buffer.

The structure expected in indirect_buffer must conform to DispatchIndirectArgs.

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impl<'a> ComputePass<'a>

Features::PUSH_CONSTANTS must be enabled on the device in order to call these functions.

pub fn set_push_constants(&mut self, offset: u32, data: &[u8])

Set push constant data for subsequent dispatch calls.

Write the bytes in data at offset offset within push constant storage. Both offset and the length of data must be multiples of [PUSH_CONSTANT_ALIGNMENT], which is always 4.

For example, if offset is 4 and data is eight bytes long, this call will write data to bytes 4..12 of push constant storage.

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impl<'a> ComputePass<'a>

Features::TIMESTAMP_QUERY_INSIDE_PASSES must be enabled on the device in order to call these functions.

pub fn write_timestamp(&mut self, query_set: &QuerySet, query_index: u32)

Issue a timestamp command at this point in the queue. The timestamp will be written to the specified query set, at the specified index.

Must be multiplied by [Queue::get_timestamp_period] to get the value in nanoseconds. Absolute values have no meaning, but timestamps can be subtracted to get the time it takes for a string of operations to complete.

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impl<'a> ComputePass<'a>

Features::PIPELINE_STATISTICS_QUERY must be enabled on the device in order to call these functions.

pub fn begin_pipeline_statistics_query( &mut self, query_set: &QuerySet, query_index: u32, )

Start a pipeline statistics query on this compute pass. It can be ended with end_pipeline_statistics_query. Pipeline statistics queries may not be nested.

pub fn end_pipeline_statistics_query(&mut self)

End the pipeline statistics query on this compute pass. It can be started with begin_pipeline_statistics_query. Pipeline statistics queries may not be nested.

Trait Implementations§

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impl<'a> Debug for ComputePass<'a>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<'a> Drop for ComputePass<'a>

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fn drop(&mut self)

Executes the destructor for this type. Read more

Auto Trait Implementations§

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impl<'a> Freeze for ComputePass<'a>

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impl<'a> !RefUnwindSafe for ComputePass<'a>

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impl<'a> Send for ComputePass<'a>

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impl<'a> Sync for ComputePass<'a>

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impl<'a> Unpin for ComputePass<'a>

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impl<'a> !UnwindSafe for ComputePass<'a>

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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impl<T> Borrow<T> for T
where T: ?Sized,

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Immutably borrows from an owned value. Read more
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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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