bevy/crates/bevy_render/src/gpu_component_array_buffer.rs
Cameron 01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00

60 lines
1.9 KiB
Rust

use crate::{
render_resource::{GpuArrayBuffer, GpuArrayBufferable},
renderer::{RenderDevice, RenderQueue},
Render, RenderApp, RenderSet,
};
use bevy_app::{App, Plugin};
use bevy_ecs::{
prelude::{Component, Entity},
schedule::IntoSystemConfigs,
system::{Commands, Query, Res, ResMut},
};
use std::marker::PhantomData;
/// This plugin prepares the components of the corresponding type for the GPU
/// by storing them in a [`GpuArrayBuffer`].
pub struct GpuComponentArrayBufferPlugin<C: Component + GpuArrayBufferable>(PhantomData<C>);
impl<C: Component + GpuArrayBufferable> Plugin for GpuComponentArrayBufferPlugin<C> {
fn build(&self, app: &mut App) {
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.add_systems(
Render,
prepare_gpu_component_array_buffers::<C>.in_set(RenderSet::PrepareResources),
);
}
}
fn finish(&self, app: &mut App) {
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.insert_resource(GpuArrayBuffer::<C>::new(
render_app.world().resource::<RenderDevice>(),
));
}
}
}
impl<C: Component + GpuArrayBufferable> Default for GpuComponentArrayBufferPlugin<C> {
fn default() -> Self {
Self(PhantomData::<C>)
}
}
fn prepare_gpu_component_array_buffers<C: Component + GpuArrayBufferable>(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut gpu_array_buffer: ResMut<GpuArrayBuffer<C>>,
components: Query<(Entity, &C)>,
) {
gpu_array_buffer.clear();
let entities = components
.iter()
.map(|(entity, component)| (entity, gpu_array_buffer.push(component.clone())))
.collect::<Vec<_>>();
commands.insert_or_spawn_batch(entities);
gpu_array_buffer.write_buffer(&render_device, &render_queue);
}