bevy/crates/bevy_render/src/render_graph/app.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

138 lines
4.8 KiB
Rust

use bevy_app::{App, SubApp};
use bevy_ecs::world::FromWorld;
use bevy_utils::tracing::warn;
use super::{IntoRenderNodeArray, Node, RenderGraph, RenderLabel, RenderSubGraph};
/// Adds common [`RenderGraph`] operations to [`SubApp`] (and [`App`]).
pub trait RenderGraphApp {
// Add a sub graph to the [`RenderGraph`]
fn add_render_sub_graph(&mut self, sub_graph: impl RenderSubGraph) -> &mut Self;
/// Add a [`Node`] to the [`RenderGraph`]:
/// * Create the [`Node`] using the [`FromWorld`] implementation
/// * Add it to the graph
fn add_render_graph_node<T: Node + FromWorld>(
&mut self,
sub_graph: impl RenderSubGraph,
node_label: impl RenderLabel,
) -> &mut Self;
/// Automatically add the required node edges based on the given ordering
fn add_render_graph_edges<const N: usize>(
&mut self,
sub_graph: impl RenderSubGraph,
edges: impl IntoRenderNodeArray<N>,
) -> &mut Self;
/// Add node edge to the specified graph
fn add_render_graph_edge(
&mut self,
sub_graph: impl RenderSubGraph,
output_node: impl RenderLabel,
input_node: impl RenderLabel,
) -> &mut Self;
}
impl RenderGraphApp for SubApp {
fn add_render_graph_node<T: Node + FromWorld>(
&mut self,
sub_graph: impl RenderSubGraph,
node_label: impl RenderLabel,
) -> &mut Self {
let sub_graph = sub_graph.intern();
let node = T::from_world(self.world_mut());
let mut render_graph = self.world_mut().get_resource_mut::<RenderGraph>().expect(
"RenderGraph not found. Make sure you are using add_render_graph_node on the RenderApp",
);
if let Some(graph) = render_graph.get_sub_graph_mut(sub_graph) {
graph.add_node(node_label, node);
} else {
warn!(
"Tried adding a render graph node to {sub_graph:?} but the sub graph doesn't exist"
);
}
self
}
fn add_render_graph_edges<const N: usize>(
&mut self,
sub_graph: impl RenderSubGraph,
edges: impl IntoRenderNodeArray<N>,
) -> &mut Self {
let sub_graph = sub_graph.intern();
let mut render_graph = self.world_mut().get_resource_mut::<RenderGraph>().expect(
"RenderGraph not found. Make sure you are using add_render_graph_edges on the RenderApp",
);
if let Some(graph) = render_graph.get_sub_graph_mut(sub_graph) {
graph.add_node_edges(edges);
} else {
warn!(
"Tried adding render graph edges to {sub_graph:?} but the sub graph doesn't exist"
);
}
self
}
fn add_render_graph_edge(
&mut self,
sub_graph: impl RenderSubGraph,
output_node: impl RenderLabel,
input_node: impl RenderLabel,
) -> &mut Self {
let sub_graph = sub_graph.intern();
let mut render_graph = self.world_mut().get_resource_mut::<RenderGraph>().expect(
"RenderGraph not found. Make sure you are using add_render_graph_edge on the RenderApp",
);
if let Some(graph) = render_graph.get_sub_graph_mut(sub_graph) {
graph.add_node_edge(output_node, input_node);
} else {
warn!(
"Tried adding a render graph edge to {sub_graph:?} but the sub graph doesn't exist"
);
}
self
}
fn add_render_sub_graph(&mut self, sub_graph: impl RenderSubGraph) -> &mut Self {
let mut render_graph = self.world_mut().get_resource_mut::<RenderGraph>().expect(
"RenderGraph not found. Make sure you are using add_render_sub_graph on the RenderApp",
);
render_graph.add_sub_graph(sub_graph, RenderGraph::default());
self
}
}
impl RenderGraphApp for App {
fn add_render_graph_node<T: Node + FromWorld>(
&mut self,
sub_graph: impl RenderSubGraph,
node_label: impl RenderLabel,
) -> &mut Self {
SubApp::add_render_graph_node::<T>(self.main_mut(), sub_graph, node_label);
self
}
fn add_render_graph_edge(
&mut self,
sub_graph: impl RenderSubGraph,
output_node: impl RenderLabel,
input_node: impl RenderLabel,
) -> &mut Self {
SubApp::add_render_graph_edge(self.main_mut(), sub_graph, output_node, input_node);
self
}
fn add_render_graph_edges<const N: usize>(
&mut self,
sub_graph: impl RenderSubGraph,
edges: impl IntoRenderNodeArray<N>,
) -> &mut Self {
SubApp::add_render_graph_edges(self.main_mut(), sub_graph, edges);
self
}
fn add_render_sub_graph(&mut self, sub_graph: impl RenderSubGraph) -> &mut Self {
SubApp::add_render_sub_graph(self.main_mut(), sub_graph);
self
}
}