430 lines
15 KiB
Rust
430 lines
15 KiB
Rust
use crate::{
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render_resource::AsBindGroupError, ExtractSchedule, MainWorld, Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin, SubApp};
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pub use bevy_asset::RenderAssetUsages;
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use bevy_asset::{Asset, AssetEvent, AssetId, Assets};
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use bevy_ecs::{
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prelude::{Commands, EventReader, IntoSystemConfigs, ResMut, Resource},
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schedule::SystemConfigs,
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system::{StaticSystemParam, SystemParam, SystemParamItem, SystemState},
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world::{FromWorld, Mut},
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};
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use bevy_render_macros::ExtractResource;
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use bevy_utils::{
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tracing::{debug, error},
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HashMap, HashSet,
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};
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use core::marker::PhantomData;
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use derive_more::derive::{Display, Error};
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#[derive(Debug, Error, Display)]
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pub enum PrepareAssetError<E: Send + Sync + 'static> {
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#[display("Failed to prepare asset")]
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RetryNextUpdate(E),
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#[display("Failed to build bind group: {_0}")]
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AsBindGroupError(AsBindGroupError),
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}
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/// Describes how an asset gets extracted and prepared for rendering.
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///
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/// In the [`ExtractSchedule`] step the [`RenderAsset::SourceAsset`] is transferred
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/// from the "main world" into the "render world".
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///
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/// After that in the [`RenderSet::PrepareAssets`] step the extracted asset
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/// is transformed into its GPU-representation of type [`RenderAsset`].
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pub trait RenderAsset: Send + Sync + 'static + Sized {
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/// The representation of the asset in the "main world".
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type SourceAsset: Asset + Clone;
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/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
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///
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/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
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type Param: SystemParam;
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/// Whether or not to unload the asset after extracting it to the render world.
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#[inline]
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fn asset_usage(_source_asset: &Self::SourceAsset) -> RenderAssetUsages {
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RenderAssetUsages::default()
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}
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/// Size of the data the asset will upload to the gpu. Specifying a return value
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/// will allow the asset to be throttled via [`RenderAssetBytesPerFrame`].
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#[inline]
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#[allow(unused_variables)]
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fn byte_len(source_asset: &Self::SourceAsset) -> Option<usize> {
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None
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}
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/// Prepares the [`RenderAsset::SourceAsset`] for the GPU by transforming it into a [`RenderAsset`].
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///
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/// ECS data may be accessed via `param`.
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fn prepare_asset(
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source_asset: Self::SourceAsset,
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param: &mut SystemParamItem<Self::Param>,
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) -> Result<Self, PrepareAssetError<Self::SourceAsset>>;
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}
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/// This plugin extracts the changed assets from the "app world" into the "render world"
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/// and prepares them for the GPU. They can then be accessed from the [`RenderAssets`] resource.
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///
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/// Therefore it sets up the [`ExtractSchedule`] and
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/// [`RenderSet::PrepareAssets`] steps for the specified [`RenderAsset`].
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///
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/// The `AFTER` generic parameter can be used to specify that `A::prepare_asset` should not be run until
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/// `prepare_assets::<AFTER>` has completed. This allows the `prepare_asset` function to depend on another
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/// prepared [`RenderAsset`], for example `Mesh::prepare_asset` relies on `RenderAssets::<GpuImage>` for morph
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/// targets, so the plugin is created as `RenderAssetPlugin::<RenderMesh, GpuImage>::default()`.
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pub struct RenderAssetPlugin<A: RenderAsset, AFTER: RenderAssetDependency + 'static = ()> {
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phantom: PhantomData<fn() -> (A, AFTER)>,
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}
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impl<A: RenderAsset, AFTER: RenderAssetDependency + 'static> Default
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for RenderAssetPlugin<A, AFTER>
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{
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fn default() -> Self {
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Self {
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phantom: Default::default(),
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}
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}
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}
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impl<A: RenderAsset, AFTER: RenderAssetDependency + 'static> Plugin
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for RenderAssetPlugin<A, AFTER>
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{
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fn build(&self, app: &mut App) {
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app.init_resource::<CachedExtractRenderAssetSystemState<A>>();
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ExtractedAssets<A>>()
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.init_resource::<RenderAssets<A>>()
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.init_resource::<PrepareNextFrameAssets<A>>()
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.add_systems(ExtractSchedule, extract_render_asset::<A>);
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AFTER::register_system(
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render_app,
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prepare_assets::<A>.in_set(RenderSet::PrepareAssets),
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);
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}
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}
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}
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// helper to allow specifying dependencies between render assets
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pub trait RenderAssetDependency {
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fn register_system(render_app: &mut SubApp, system: SystemConfigs);
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}
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impl RenderAssetDependency for () {
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fn register_system(render_app: &mut SubApp, system: SystemConfigs) {
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render_app.add_systems(Render, system);
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}
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}
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impl<A: RenderAsset> RenderAssetDependency for A {
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fn register_system(render_app: &mut SubApp, system: SystemConfigs) {
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render_app.add_systems(Render, system.after(prepare_assets::<A>));
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}
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}
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/// Temporarily stores the extracted and removed assets of the current frame.
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#[derive(Resource)]
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pub struct ExtractedAssets<A: RenderAsset> {
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/// The assets extracted this frame.
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pub extracted: Vec<(AssetId<A::SourceAsset>, A::SourceAsset)>,
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/// IDs of the assets removed this frame.
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///
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/// These assets will not be present in [`ExtractedAssets::extracted`].
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pub removed: HashSet<AssetId<A::SourceAsset>>,
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/// IDs of the assets added this frame.
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pub added: HashSet<AssetId<A::SourceAsset>>,
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}
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impl<A: RenderAsset> Default for ExtractedAssets<A> {
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fn default() -> Self {
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Self {
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extracted: Default::default(),
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removed: Default::default(),
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added: Default::default(),
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}
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}
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}
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/// Stores all GPU representations ([`RenderAsset`])
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/// of [`RenderAsset::SourceAsset`] as long as they exist.
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#[derive(Resource)]
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pub struct RenderAssets<A: RenderAsset>(HashMap<AssetId<A::SourceAsset>, A>);
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impl<A: RenderAsset> Default for RenderAssets<A> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<A: RenderAsset> RenderAssets<A> {
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pub fn get(&self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<&A> {
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self.0.get(&id.into())
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}
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pub fn get_mut(&mut self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<&mut A> {
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self.0.get_mut(&id.into())
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}
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pub fn insert(&mut self, id: impl Into<AssetId<A::SourceAsset>>, value: A) -> Option<A> {
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self.0.insert(id.into(), value)
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}
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pub fn remove(&mut self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<A> {
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self.0.remove(&id.into())
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}
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pub fn iter(&self) -> impl Iterator<Item = (AssetId<A::SourceAsset>, &A)> {
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self.0.iter().map(|(k, v)| (*k, v))
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}
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pub fn iter_mut(&mut self) -> impl Iterator<Item = (AssetId<A::SourceAsset>, &mut A)> {
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self.0.iter_mut().map(|(k, v)| (*k, v))
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}
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}
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#[derive(Resource)]
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struct CachedExtractRenderAssetSystemState<A: RenderAsset> {
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state: SystemState<(
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EventReader<'static, 'static, AssetEvent<A::SourceAsset>>,
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ResMut<'static, Assets<A::SourceAsset>>,
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)>,
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}
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impl<A: RenderAsset> FromWorld for CachedExtractRenderAssetSystemState<A> {
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fn from_world(world: &mut bevy_ecs::world::World) -> Self {
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Self {
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state: SystemState::new(world),
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}
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}
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}
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/// This system extracts all created or modified assets of the corresponding [`RenderAsset::SourceAsset`] type
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/// into the "render world".
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pub(crate) fn extract_render_asset<A: RenderAsset>(
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mut commands: Commands,
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mut main_world: ResMut<MainWorld>,
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) {
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main_world.resource_scope(
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|world, mut cached_state: Mut<CachedExtractRenderAssetSystemState<A>>| {
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let (mut events, mut assets) = cached_state.state.get_mut(world);
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let mut changed_assets = HashSet::default();
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let mut removed = HashSet::default();
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for event in events.read() {
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#[allow(clippy::match_same_arms)]
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match event {
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AssetEvent::Added { id } | AssetEvent::Modified { id } => {
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changed_assets.insert(*id);
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}
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AssetEvent::Removed { .. } => {}
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AssetEvent::Unused { id } => {
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changed_assets.remove(id);
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removed.insert(*id);
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}
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AssetEvent::LoadedWithDependencies { .. } => {
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// TODO: handle this
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}
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}
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}
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let mut extracted_assets = Vec::new();
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let mut added = HashSet::new();
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for id in changed_assets.drain() {
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if let Some(asset) = assets.get(id) {
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let asset_usage = A::asset_usage(asset);
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if asset_usage.contains(RenderAssetUsages::RENDER_WORLD) {
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if asset_usage == RenderAssetUsages::RENDER_WORLD {
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if let Some(asset) = assets.remove(id) {
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extracted_assets.push((id, asset));
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added.insert(id);
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}
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} else {
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extracted_assets.push((id, asset.clone()));
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added.insert(id);
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}
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}
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}
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}
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commands.insert_resource(ExtractedAssets::<A> {
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extracted: extracted_assets,
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removed,
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added,
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});
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cached_state.state.apply(world);
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},
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);
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}
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// TODO: consider storing inside system?
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/// All assets that should be prepared next frame.
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#[derive(Resource)]
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pub struct PrepareNextFrameAssets<A: RenderAsset> {
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assets: Vec<(AssetId<A::SourceAsset>, A::SourceAsset)>,
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}
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impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
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fn default() -> Self {
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Self {
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assets: Default::default(),
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}
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}
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}
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/// This system prepares all assets of the corresponding [`RenderAsset::SourceAsset`] type
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/// which where extracted this frame for the GPU.
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pub fn prepare_assets<A: RenderAsset>(
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mut extracted_assets: ResMut<ExtractedAssets<A>>,
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mut render_assets: ResMut<RenderAssets<A>>,
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mut prepare_next_frame: ResMut<PrepareNextFrameAssets<A>>,
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param: StaticSystemParam<<A as RenderAsset>::Param>,
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mut bpf: ResMut<RenderAssetBytesPerFrame>,
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) {
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let mut wrote_asset_count = 0;
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let mut param = param.into_inner();
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let queued_assets = core::mem::take(&mut prepare_next_frame.assets);
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for (id, extracted_asset) in queued_assets {
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if extracted_assets.removed.contains(&id) || extracted_assets.added.contains(&id) {
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// skip previous frame's assets that have been removed or updated
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continue;
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}
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let write_bytes = if let Some(size) = A::byte_len(&extracted_asset) {
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// we could check if available bytes > byte_len here, but we want to make some
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// forward progress even if the asset is larger than the max bytes per frame.
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// this way we always write at least one (sized) asset per frame.
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// in future we could also consider partial asset uploads.
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if bpf.exhausted() {
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prepare_next_frame.assets.push((id, extracted_asset));
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continue;
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}
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size
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} else {
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0
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};
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match A::prepare_asset(extracted_asset, &mut param) {
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Ok(prepared_asset) => {
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render_assets.insert(id, prepared_asset);
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bpf.write_bytes(write_bytes);
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wrote_asset_count += 1;
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}
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Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
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prepare_next_frame.assets.push((id, extracted_asset));
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}
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Err(PrepareAssetError::AsBindGroupError(e)) => {
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error!(
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"{} Bind group construction failed: {e}",
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core::any::type_name::<A>()
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);
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}
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}
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}
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for removed in extracted_assets.removed.drain() {
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render_assets.remove(removed);
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}
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for (id, extracted_asset) in extracted_assets.extracted.drain(..) {
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// we remove previous here to ensure that if we are updating the asset then
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// any users will not see the old asset after a new asset is extracted,
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// even if the new asset is not yet ready or we are out of bytes to write.
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render_assets.remove(id);
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let write_bytes = if let Some(size) = A::byte_len(&extracted_asset) {
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if bpf.exhausted() {
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prepare_next_frame.assets.push((id, extracted_asset));
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continue;
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}
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size
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} else {
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0
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};
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match A::prepare_asset(extracted_asset, &mut param) {
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Ok(prepared_asset) => {
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render_assets.insert(id, prepared_asset);
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bpf.write_bytes(write_bytes);
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wrote_asset_count += 1;
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}
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Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
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prepare_next_frame.assets.push((id, extracted_asset));
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}
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Err(PrepareAssetError::AsBindGroupError(e)) => {
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error!(
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"{} Bind group construction failed: {e}",
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core::any::type_name::<A>()
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);
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}
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}
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}
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if bpf.exhausted() && !prepare_next_frame.assets.is_empty() {
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debug!(
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"{} write budget exhausted with {} assets remaining (wrote {})",
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core::any::type_name::<A>(),
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prepare_next_frame.assets.len(),
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wrote_asset_count
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);
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}
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}
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/// A resource that attempts to limit the amount of data transferred from cpu to gpu
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/// each frame, preventing choppy frames at the cost of waiting longer for gpu assets
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/// to become available
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#[derive(Resource, Default, Debug, Clone, Copy, ExtractResource)]
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pub struct RenderAssetBytesPerFrame {
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pub max_bytes: Option<usize>,
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pub available: usize,
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}
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impl RenderAssetBytesPerFrame {
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/// `max_bytes`: the number of bytes to write per frame.
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/// this is a soft limit: only full assets are written currently, uploading stops
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/// after the first asset that exceeds the limit.
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/// To participate, assets should implement [`RenderAsset::byte_len`]. If the default
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/// is not overridden, the assets are assumed to be small enough to upload without restriction.
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pub fn new(max_bytes: usize) -> Self {
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Self {
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max_bytes: Some(max_bytes),
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available: 0,
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}
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}
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/// Reset the available bytes. Called once per frame by the [`crate::RenderPlugin`].
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pub fn reset(&mut self) {
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self.available = self.max_bytes.unwrap_or(usize::MAX);
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}
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/// check how many bytes are available since the last reset
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pub fn available_bytes(&self, required_bytes: usize) -> usize {
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if self.max_bytes.is_none() {
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return required_bytes;
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}
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required_bytes.min(self.available)
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}
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/// decrease the available bytes for the current frame
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fn write_bytes(&mut self, bytes: usize) {
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if self.max_bytes.is_none() {
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return;
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}
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let write_bytes = bytes.min(self.available);
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self.available -= write_bytes;
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}
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// check if any bytes remain available for writing this frame
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fn exhausted(&self) -> bool {
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self.max_bytes.is_some() && self.available == 0
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}
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}
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