
## Objective `insert_or_spawn_batch` is due to be deprecated eventually (#15704), and removing uses internally will make that easier. ## Solution Replaced internal uses of `insert_or_spawn_batch` with `try_insert_batch` (non-panicking variant because `insert_or_spawn_batch` didn't panic). All of the internal uses are in rendering code. Since retained rendering was meant to get rid non-opaque entity IDs, I assume the code was just using `insert_or_spawn_batch` because `insert_batch` didn't exist and not because it actually wanted to spawn something. However, I am *not* confident in my ability to judge rendering code.
60 lines
1.9 KiB
Rust
60 lines
1.9 KiB
Rust
use crate::{
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render_resource::{GpuArrayBuffer, GpuArrayBufferable},
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renderer::{RenderDevice, RenderQueue},
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Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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use bevy_ecs::{
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prelude::{Component, Entity},
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schedule::IntoSystemConfigs,
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system::{Commands, Query, Res, ResMut},
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};
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use core::marker::PhantomData;
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/// This plugin prepares the components of the corresponding type for the GPU
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/// by storing them in a [`GpuArrayBuffer`].
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pub struct GpuComponentArrayBufferPlugin<C: Component + GpuArrayBufferable>(PhantomData<C>);
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impl<C: Component + GpuArrayBufferable> Plugin for GpuComponentArrayBufferPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.add_systems(
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Render,
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prepare_gpu_component_array_buffers::<C>.in_set(RenderSet::PrepareResources),
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);
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}
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}
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fn finish(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.insert_resource(GpuArrayBuffer::<C>::new(
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render_app.world().resource::<RenderDevice>(),
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));
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}
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}
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}
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impl<C: Component + GpuArrayBufferable> Default for GpuComponentArrayBufferPlugin<C> {
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fn default() -> Self {
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Self(PhantomData::<C>)
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}
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}
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fn prepare_gpu_component_array_buffers<C: Component + GpuArrayBufferable>(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut gpu_array_buffer: ResMut<GpuArrayBuffer<C>>,
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components: Query<(Entity, &C)>,
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) {
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gpu_array_buffer.clear();
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let entities = components
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.iter()
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.map(|(entity, component)| (entity, gpu_array_buffer.push(component.clone())))
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.collect::<Vec<_>>();
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commands.try_insert_batch(entities);
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gpu_array_buffer.write_buffer(&render_device, &render_queue);
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}
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