Struct bevy::render::render_resource::CommandEncoder
pub struct CommandEncoder { /* private fields */ }
Expand description
Encodes a series of GPU operations.
A command encoder can record [RenderPass
]es, ComputePass
es,
and transfer operations between driver-managed resources like [Buffer
]s and [Texture
]s.
When finished recording, call CommandEncoder::finish
to obtain a [CommandBuffer
] which may
be submitted for execution.
Corresponds to WebGPU GPUCommandEncoder
.
Implementations§
§impl CommandEncoder
impl CommandEncoder
pub fn finish(self) -> CommandBuffer
pub fn finish(self) -> CommandBuffer
Finishes recording and returns a [CommandBuffer
] that can be submitted for execution.
Examples found in repository?
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fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
let gpu_images = world
.get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
.unwrap();
for image_copier in image_copiers.iter() {
if !image_copier.enabled() {
continue;
}
let src_image = gpu_images.get(&image_copier.src_image).unwrap();
let mut encoder = render_context
.render_device()
.create_command_encoder(&CommandEncoderDescriptor::default());
let block_dimensions = src_image.texture_format.block_dimensions();
let block_size = src_image.texture_format.block_copy_size(None).unwrap();
let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
(src_image.size.x as usize / block_dimensions.0 as usize) * block_size as usize,
);
let texture_extent = Extent3d {
width: src_image.size.x,
height: src_image.size.y,
depth_or_array_layers: 1,
};
encoder.copy_texture_to_buffer(
src_image.texture.as_image_copy(),
ImageCopyBuffer {
buffer: &image_copier.buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: Some(
std::num::NonZeroU32::new(padded_bytes_per_row as u32)
.unwrap()
.into(),
),
rows_per_image: None,
},
},
texture_extent,
);
let render_queue = world.get_resource::<RenderQueue>().unwrap();
render_queue.submit(std::iter::once(encoder.finish()));
}
Ok(())
}
pub fn begin_render_pass<'pass>(
&'pass mut self,
desc: &RenderPassDescriptor<'pass, '_>
) -> RenderPass<'pass>
pub fn begin_render_pass<'pass>( &'pass mut self, desc: &RenderPassDescriptor<'pass, '_> ) -> RenderPass<'pass>
Begins recording of a render pass.
This function returns a [RenderPass
] object which records a single render pass.
pub fn begin_compute_pass(
&mut self,
desc: &ComputePassDescriptor<'_>
) -> ComputePass<'_>
pub fn begin_compute_pass( &mut self, desc: &ComputePassDescriptor<'_> ) -> ComputePass<'_>
Begins recording of a compute pass.
This function returns a ComputePass
object which records a single compute pass.
Examples found in repository?
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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,
0,
&buffers.cpu_buffer,
0,
(BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
);
Ok(())
}
More examples
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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 copy_buffer_to_buffer(
&mut self,
source: &Buffer,
source_offset: u64,
destination: &Buffer,
destination_offset: u64,
copy_size: u64
)
pub fn copy_buffer_to_buffer( &mut self, source: &Buffer, source_offset: u64, destination: &Buffer, destination_offset: u64, copy_size: u64 )
Copy data from one buffer to another.
§Panics
- Buffer offsets or copy size not a multiple of
COPY_BUFFER_ALIGNMENT
. - Copy would overrun buffer.
- Copy within the same buffer.
Examples found in repository?
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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,
0,
&buffers.cpu_buffer,
0,
(BUFFER_LEN * std::mem::size_of::<u32>()) as u64,
);
Ok(())
}
pub fn copy_buffer_to_texture(
&mut self,
source: ImageCopyBuffer<&Buffer>,
destination: ImageCopyTexture<&Texture>,
copy_size: Extent3d
)
pub fn copy_buffer_to_texture( &mut self, source: ImageCopyBuffer<&Buffer>, destination: ImageCopyTexture<&Texture>, copy_size: Extent3d )
Copy data from a buffer to a texture.
pub fn copy_texture_to_buffer(
&mut self,
source: ImageCopyTexture<&Texture>,
destination: ImageCopyBuffer<&Buffer>,
copy_size: Extent3d
)
pub fn copy_texture_to_buffer( &mut self, source: ImageCopyTexture<&Texture>, destination: ImageCopyBuffer<&Buffer>, copy_size: Extent3d )
Copy data from a texture to a buffer.
Examples found in repository?
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fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
let image_copiers = world.get_resource::<ImageCopiers>().unwrap();
let gpu_images = world
.get_resource::<RenderAssets<bevy::render::texture::GpuImage>>()
.unwrap();
for image_copier in image_copiers.iter() {
if !image_copier.enabled() {
continue;
}
let src_image = gpu_images.get(&image_copier.src_image).unwrap();
let mut encoder = render_context
.render_device()
.create_command_encoder(&CommandEncoderDescriptor::default());
let block_dimensions = src_image.texture_format.block_dimensions();
let block_size = src_image.texture_format.block_copy_size(None).unwrap();
let padded_bytes_per_row = RenderDevice::align_copy_bytes_per_row(
(src_image.size.x as usize / block_dimensions.0 as usize) * block_size as usize,
);
let texture_extent = Extent3d {
width: src_image.size.x,
height: src_image.size.y,
depth_or_array_layers: 1,
};
encoder.copy_texture_to_buffer(
src_image.texture.as_image_copy(),
ImageCopyBuffer {
buffer: &image_copier.buffer,
layout: ImageDataLayout {
offset: 0,
bytes_per_row: Some(
std::num::NonZeroU32::new(padded_bytes_per_row as u32)
.unwrap()
.into(),
),
rows_per_image: None,
},
},
texture_extent,
);
let render_queue = world.get_resource::<RenderQueue>().unwrap();
render_queue.submit(std::iter::once(encoder.finish()));
}
Ok(())
}
pub fn copy_texture_to_texture(
&mut self,
source: ImageCopyTexture<&Texture>,
destination: ImageCopyTexture<&Texture>,
copy_size: Extent3d
)
pub fn copy_texture_to_texture( &mut self, source: ImageCopyTexture<&Texture>, destination: ImageCopyTexture<&Texture>, copy_size: Extent3d )
Copy data from one texture to another.
§Panics
- Textures are not the same type
- If a depth texture, or a multisampled texture, the entire texture must be copied
- Copy would overrun either texture
pub fn clear_texture(
&mut self,
texture: &Texture,
subresource_range: &ImageSubresourceRange
)
pub fn clear_texture( &mut self, texture: &Texture, subresource_range: &ImageSubresourceRange )
Clears texture to zero.
Note that unlike with clear_buffer, COPY_DST
usage is not required.
§Implementation notes
- implemented either via buffer copies and render/depth target clear, path depends on texture usages
- behaves like texture zero init, but is performed immediately (clearing is not delayed via marking it as uninitialized)
§Panics
CLEAR_TEXTURE
extension not enabled- Range is out of bounds
pub fn clear_buffer(&mut self, buffer: &Buffer, offset: u64, size: Option<u64>)
pub fn clear_buffer(&mut self, buffer: &Buffer, offset: u64, size: Option<u64>)
pub fn insert_debug_marker(&mut self, label: &str)
pub fn insert_debug_marker(&mut self, label: &str)
Inserts debug marker.
pub fn push_debug_group(&mut self, label: &str)
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)
pub fn pop_debug_group(&mut self)
Stops command recording and creates debug group.
pub fn resolve_query_set(
&mut self,
query_set: &QuerySet,
query_range: Range<u32>,
destination: &Buffer,
destination_offset: u64
)
pub fn resolve_query_set( &mut self, query_set: &QuerySet, query_range: Range<u32>, destination: &Buffer, destination_offset: u64 )
Resolves a query set, writing the results into the supplied destination buffer.
Occlusion and timestamp queries are 8 bytes each (see [crate::QUERY_SIZE
]). For pipeline statistics queries,
see [PipelineStatisticsTypes
] for more information.
§impl CommandEncoder
impl CommandEncoder
Features::TIMESTAMP_QUERY
must be enabled on the device in order to call these functions.
pub fn write_timestamp(&mut self, query_set: &QuerySet, query_index: u32)
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.
Trait Implementations§
§impl Debug for CommandEncoder
impl Debug for CommandEncoder
Auto Trait Implementations§
impl Freeze for CommandEncoder
impl !RefUnwindSafe for CommandEncoder
impl Send for CommandEncoder
impl Sync for CommandEncoder
impl Unpin for CommandEncoder
impl !UnwindSafe for CommandEncoder
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
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