bevy/crates/bevy_render/src/render_asset.rs
Mika 6844a6f4fd Introduce SystemLabel's for RenderAssetPlugin, and change Image preparation system to run before others (#3917)
# Objective

Fixes `StandardMaterial` texture update (see sample code below).

Most probably fixes #3674 (did not test)

## Solution

Material updates, such as PBR update, reference the underlying `GpuImage`. Like here: 9a7852db0f/crates/bevy_pbr/src/pbr_material.rs (L177)

However, currently the `GpuImage` update may actually happen *after* the material update fetches the gpu image. Resulting in the material actually not being updated for the correct gpu image.

In this pull req, I introduce new systemlabels for the renderassetplugin. Also assigned the RenderAssetPlugin::<Image> to the `PreAssetExtract` stage, so that it is executed before any material updates.

Code to test.

Expected behavior:
* should update to red texture

Unexpected behavior (before this merge):
* texture stays randomly as green one (depending on the execution order of systems)

```rust
use bevy::{
    prelude::*,
    render::render_resource::{Extent3d, TextureDimension, TextureFormat},
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup)
        .add_system(changes)
        .run();
}

struct Iteration(usize);

#[derive(Component)]
struct MyComponent;

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
) {
    commands.spawn_bundle(PointLightBundle {
        point_light: PointLight {
            ..Default::default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..Default::default()
    });

    commands.spawn_bundle(PerspectiveCameraBundle {
        transform: Transform::from_xyz(-2.0, 0.0, 5.0)
            .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
        ..Default::default()
    });

    commands.insert_resource(Iteration(0));

    commands
        .spawn_bundle(PbrBundle {
            mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(3., 2.)))),
            material: materials.add(StandardMaterial {
                base_color_texture: Some(images.add(Image::new(
                    Extent3d {
                        width: 600,
                        height: 400,
                        depth_or_array_layers: 1,
                    },
                    TextureDimension::D2,
                    [0, 255, 0, 128].repeat(600 * 400), // GREEN
                    TextureFormat::Rgba8Unorm,
                ))),
                ..Default::default()
            }),
            ..Default::default()
        })
        .insert(MyComponent);
}

fn changes(
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
    mut iteration: ResMut<Iteration>,
    webview_query: Query<&Handle<StandardMaterial>, With<MyComponent>>,
) {
    if iteration.0 == 2 {
        let material = materials.get_mut(webview_query.single()).unwrap();

        let image = images
            .get_mut(material.base_color_texture.as_ref().unwrap())
            .unwrap();

        image
            .data
            .copy_from_slice(&[255, 0, 0, 255].repeat(600 * 400));
    }

    iteration.0 += 1;
}
```

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-29 19:44:45 +00:00

214 lines
7.6 KiB
Rust

use crate::{RenderApp, RenderStage};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetEvent, Assets, Handle};
use bevy_ecs::{
prelude::*,
system::{StaticSystemParam, SystemParam, SystemParamItem},
};
use bevy_utils::{HashMap, HashSet};
use std::marker::PhantomData;
pub enum PrepareAssetError<E: Send + Sync + 'static> {
RetryNextUpdate(E),
}
/// Describes how an asset gets extracted and prepared for rendering.
///
/// In the [`RenderStage::Extract`](crate::RenderStage::Extract) step the asset is transferred
/// from the "app world" into the "render world".
/// Therefore it is converted into a [`RenderAsset::ExtractedAsset`], which may be the same type
/// as the render asset itself.
///
/// After that in the [`RenderStage::Prepare`](crate::RenderStage::Prepare) step the extracted asset
/// is transformed into its GPU-representation of type [`RenderAsset::PreparedAsset`].
pub trait RenderAsset: Asset {
/// The representation of the the asset in the "render world".
type ExtractedAsset: Send + Sync + 'static;
/// The GPU-representation of the the asset.
type PreparedAsset: Send + Sync + 'static;
/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
type Param: SystemParam;
/// Converts the asset into a [`RenderAsset::ExtractedAsset`].
fn extract_asset(&self) -> Self::ExtractedAsset;
/// Prepares the `extracted asset` for the GPU by transforming it into
/// a [`RenderAsset::PreparedAsset`]. Therefore ECS data may be accessed via the `param`.
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
param: &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>>;
}
#[derive(Clone, Hash, Debug, PartialEq, Eq, SystemLabel)]
pub enum PrepareAssetLabel {
PreAssetPrepare,
AssetPrepare,
PostAssetPrepare,
}
impl Default for PrepareAssetLabel {
fn default() -> Self {
Self::AssetPrepare
}
}
/// This plugin extracts the changed assets from the "app world" into the "render world"
/// and prepares them for the GPU. They can then be accessed from the [`RenderAssets`] resource.
///
/// Therefore it sets up the [`RenderStage::Extract`](crate::RenderStage::Extract) and
/// [`RenderStage::Prepare`](crate::RenderStage::Prepare) steps for the specified [`RenderAsset`].
pub struct RenderAssetPlugin<A: RenderAsset> {
prepare_asset_label: PrepareAssetLabel,
phantom: PhantomData<fn() -> A>,
}
impl<A: RenderAsset> RenderAssetPlugin<A> {
pub fn with_prepare_asset_label(prepare_asset_label: PrepareAssetLabel) -> Self {
Self {
prepare_asset_label,
phantom: PhantomData,
}
}
}
impl<A: RenderAsset> Default for RenderAssetPlugin<A> {
fn default() -> Self {
Self {
prepare_asset_label: Default::default(),
phantom: PhantomData,
}
}
}
impl<A: RenderAsset> Plugin for RenderAssetPlugin<A> {
fn build(&self, app: &mut App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
let prepare_asset_system = prepare_assets::<A>.label(self.prepare_asset_label.clone());
let prepare_asset_system = match self.prepare_asset_label {
PrepareAssetLabel::PreAssetPrepare => prepare_asset_system,
PrepareAssetLabel::AssetPrepare => {
prepare_asset_system.after(PrepareAssetLabel::PreAssetPrepare)
}
PrepareAssetLabel::PostAssetPrepare => {
prepare_asset_system.after(PrepareAssetLabel::AssetPrepare)
}
};
render_app
.init_resource::<ExtractedAssets<A>>()
.init_resource::<RenderAssets<A>>()
.init_resource::<PrepareNextFrameAssets<A>>()
.add_system_to_stage(RenderStage::Extract, extract_render_asset::<A>)
.add_system_to_stage(RenderStage::Prepare, prepare_asset_system);
}
}
}
/// Temporarily stores the extracted and removed assets of the current frame.
pub struct ExtractedAssets<A: RenderAsset> {
extracted: Vec<(Handle<A>, A::ExtractedAsset)>,
removed: Vec<Handle<A>>,
}
impl<A: RenderAsset> Default for ExtractedAssets<A> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
/// Stores all GPU representations ([`RenderAsset::PreparedAssets`](RenderAsset::PreparedAsset))
/// of [`RenderAssets`](RenderAsset) as long as they exist.
pub type RenderAssets<A> = HashMap<Handle<A>, <A as RenderAsset>::PreparedAsset>;
/// This system extracts all crated or modified assets of the corresponding [`RenderAsset`] type
/// into the "render world".
fn extract_render_asset<A: RenderAsset>(
mut commands: Commands,
mut events: EventReader<AssetEvent<A>>,
assets: Res<Assets<A>>,
) {
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.iter() {
match event {
AssetEvent::Created { handle } => {
changed_assets.insert(handle);
}
AssetEvent::Modified { handle } => {
changed_assets.insert(handle);
}
AssetEvent::Removed { handle } => {
changed_assets.remove(handle);
removed.push(handle.clone_weak());
}
}
}
let mut extracted_assets = Vec::new();
for handle in changed_assets.drain() {
if let Some(asset) = assets.get(handle) {
extracted_assets.push((handle.clone_weak(), asset.extract_asset()));
}
}
commands.insert_resource(ExtractedAssets {
extracted: extracted_assets,
removed,
});
}
// TODO: consider storing inside system?
/// All assets that should be prepared next frame.
pub struct PrepareNextFrameAssets<A: RenderAsset> {
assets: Vec<(Handle<A>, A::ExtractedAsset)>,
}
impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
/// This system prepares all assets of the corresponding [`RenderAsset`] type
/// which where extracted this frame for the GPU.
fn prepare_assets<R: RenderAsset>(
mut extracted_assets: ResMut<ExtractedAssets<R>>,
mut render_assets: ResMut<RenderAssets<R>>,
mut prepare_next_frame: ResMut<PrepareNextFrameAssets<R>>,
param: StaticSystemParam<<R as RenderAsset>::Param>,
) {
let mut param = param.into_inner();
let mut queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (handle, extracted_asset) in queued_assets.drain(..) {
match R::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(handle, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((handle, extracted_asset));
}
}
}
for removed in std::mem::take(&mut extracted_assets.removed) {
render_assets.remove(&removed);
}
for (handle, extracted_asset) in std::mem::take(&mut extracted_assets.extracted) {
match R::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(handle, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((handle, extracted_asset));
}
}
}
}