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§
§impl<'a> ComputePass<'a>
impl<'a> ComputePass<'a>
pub fn set_bind_group(
&mut self,
index: u32,
bind_group: &'a BindGroup,
offsets: &[u32]
)
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?
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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 set_pipeline(&mut self, pipeline: &'a ComputePipeline)
pub fn set_pipeline(&mut self, pipeline: &'a ComputePipeline)
Sets the active compute pipeline.
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 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 dispatch_workgroups(&mut self, x: u32, y: u32, z: u32)
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?
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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 dispatch_workgroups_indirect(
&mut self,
indirect_buffer: &'a Buffer,
indirect_offset: u64
)
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
.
§impl<'a> ComputePass<'a>
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])
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.
§impl<'a> ComputePass<'a>
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)
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.
§impl<'a> ComputePass<'a>
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
)
pub fn begin_pipeline_statistics_query( &mut self, query_set: &QuerySet, query_index: u32 )
Start a pipeline statistics query on this render 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)
pub fn end_pipeline_statistics_query(&mut self)
End the pipeline statistics query on this render pass. It can be started with
begin_pipeline_statistics_query
. Pipeline statistics queries may not be nested.
Trait Implementations§
§impl<'a> Debug for ComputePass<'a>
impl<'a> Debug for ComputePass<'a>
Auto Trait Implementations§
impl<'a> Freeze for ComputePass<'a>
impl<'a> !RefUnwindSafe for ComputePass<'a>
impl<'a> Send for ComputePass<'a>
impl<'a> Sync for ComputePass<'a>
impl<'a> Unpin for ComputePass<'a>
impl<'a> !UnwindSafe for ComputePass<'a>
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
ShaderType
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
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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T: Any,
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T: Any,
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
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