
# Objective Right now, all assets in the main world get extracted and prepared in the render world (if the asset's using the RenderAssetPlugin). This is unfortunate for two cases: 1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual `Image` assets that make up the atlas are cloned and prepared individually when there's no reason for them to be. The atlas textures are built on the CPU in the main world. *There can be hundreds of images that get prepared for rendering only not to be used.* 2. If one loads an Image and needs to transform it in a system before rendering it, kind of like the [decompression example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120), there's a price paid for extracting & preparing the asset that's not intended to be rendered yet. ------ * References #10520 * References #1782 ## Solution This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt that the objective with the parameter is so similar in nature to wgpu's [`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html) and [`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html), that it may as well be just like that. ```rust // This asset only needs to be in the main world. Don't extract and prepare it. RenderAssetUsages::MAIN_WORLD // Keep this asset in the main world and RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD // This asset is only needed in the render world. Remove it from the asset server once extracted. RenderAssetUsages::RENDER_WORLD ``` ### Alternate Solution I considered introducing a third field to `RenderAssetPersistencePolicy` enum: ```rust enum RenderAssetPersistencePolicy { /// Keep the asset in the main world after extracting to the render world. Keep, /// Remove the asset from the main world after extracting to the render world. Unload, /// This doesn't need to be in the render world at all. NoExtract, // <----- } ``` Functional, but this seemed like shoehorning. Another option is renaming the enum to something like: ```rust enum RenderAssetExtractionPolicy { /// Extract the asset and keep it in the main world. Extract, /// Remove the asset from the main world after extracting to the render world. ExtractAndUnload, /// This doesn't need to be in the render world at all. NoExtract, } ``` I think this last one could be a good option if the bitflags are too clunky. ## Migration Guide * `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD | RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`) * `RenderAssetPersistencePolicy::Unload` → `RenderAssetUsage::RENDER_WORLD` * For types implementing the `RenderAsset` trait, change `fn persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn asset_usage(&self) -> RenderAssetUsages`. * Change any references to `cpu_persistent_access` (`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`). This applies to `Image`, `Mesh`, and a few other types.
405 lines
14 KiB
Rust
405 lines
14 KiB
Rust
use crate::{ExtractSchedule, MainWorld, Render, RenderApp, RenderSet};
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use bevy_app::{App, Plugin};
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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_reflect::{
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utility::{reflect_hasher, NonGenericTypeInfoCell},
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FromReflect, Reflect, ReflectMut, ReflectOwned, ReflectRef, TypeInfo, TypePath, Typed,
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ValueInfo,
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};
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use bevy_utils::{thiserror::Error, HashMap, HashSet};
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use serde::{Deserialize, Serialize};
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use std::marker::PhantomData;
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#[derive(Debug, Error)]
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pub enum PrepareAssetError<E: Send + Sync + 'static> {
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#[error("Failed to prepare asset")]
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RetryNextUpdate(E),
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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 asset 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::PreparedAsset`].
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pub trait RenderAsset: Asset + Clone {
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/// The GPU-representation of the asset.
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type PreparedAsset: Send + Sync + 'static;
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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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fn asset_usage(&self) -> RenderAssetUsages;
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/// Prepares the asset for the GPU by transforming it into a [`RenderAsset::PreparedAsset`].
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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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self,
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param: &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self>>;
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}
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bitflags::bitflags! {
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/// Defines where the asset will be used.
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///
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/// If an asset is set to the `RENDER_WORLD` but not the `MAIN_WORLD`, the asset will be
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/// unloaded from the asset server once it's been extracted and prepared in the render world.
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///
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/// Unloading the asset saves on memory, as for most cases it is no longer necessary to keep
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/// it in RAM once it's been uploaded to the GPU's VRAM. However, this means you can no longer
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/// access the asset from the CPU (via the `Assets<T>` resource) once unloaded (without re-loading it).
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///
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/// If you never need access to the asset from the CPU past the first frame it's loaded on,
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/// or only need very infrequent access, then set this to `RENDER_WORLD`. Otherwise, set this to
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/// `RENDER_WORLD | MAIN_WORLD`.
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///
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/// If you have an asset that doesn't actually need to end up in the render world, like an Image
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/// that will be decoded into another Image asset, use `MAIN_WORLD` only.
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#[repr(transparent)]
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#[derive(Serialize, TypePath, Deserialize, Hash, Clone, Copy, PartialEq, Eq, Debug)]
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pub struct RenderAssetUsages: u8 {
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const MAIN_WORLD = 1 << 0;
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const RENDER_WORLD = 1 << 1;
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}
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}
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impl Default for RenderAssetUsages {
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/// Returns the default render asset usage flags:
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/// `RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD`
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///
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/// This default configuration ensures the asset persists in the main world, even after being prepared for rendering.
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///
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/// If your asset does not change, consider using `RenderAssetUsages::RENDER_WORLD` exclusively. This will cause
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/// the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need
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/// to reach the render world at all, use `RenderAssetUsages::MAIN_WORLD` exclusively.
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fn default() -> Self {
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
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}
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}
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impl Reflect for RenderAssetUsages {
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fn get_represented_type_info(&self) -> Option<&'static bevy_reflect::TypeInfo> {
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Some(<Self as Typed>::type_info())
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}
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fn into_any(self: Box<Self>) -> Box<dyn std::any::Any> {
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self
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}
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fn as_any(&self) -> &dyn std::any::Any {
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self
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}
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fn as_any_mut(&mut self) -> &mut dyn std::any::Any {
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self
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}
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fn into_reflect(self: Box<Self>) -> Box<dyn Reflect> {
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self
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}
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fn as_reflect(&self) -> &dyn Reflect {
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self
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}
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fn as_reflect_mut(&mut self) -> &mut dyn Reflect {
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self
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}
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fn apply(&mut self, value: &dyn Reflect) {
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let value = value.as_any();
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if let Some(&value) = value.downcast_ref::<Self>() {
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*self = value;
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} else {
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panic!("Value is not a {}.", Self::type_path());
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}
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}
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>> {
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*self = value.take()?;
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Ok(())
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}
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fn reflect_ref(&self) -> bevy_reflect::ReflectRef {
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ReflectRef::Value(self)
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}
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fn reflect_mut(&mut self) -> bevy_reflect::ReflectMut {
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ReflectMut::Value(self)
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}
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fn reflect_owned(self: Box<Self>) -> bevy_reflect::ReflectOwned {
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ReflectOwned::Value(self)
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}
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fn clone_value(&self) -> Box<dyn Reflect> {
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Box::new(*self)
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}
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fn reflect_hash(&self) -> Option<u64> {
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use std::hash::Hash;
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use std::hash::Hasher;
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let mut hasher = reflect_hasher();
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Hash::hash(&std::any::Any::type_id(self), &mut hasher);
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Hash::hash(self, &mut hasher);
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Some(hasher.finish())
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}
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fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool> {
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let value = value.as_any();
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if let Some(value) = value.downcast_ref::<Self>() {
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Some(std::cmp::PartialEq::eq(self, value))
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} else {
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Some(false)
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}
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}
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}
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impl FromReflect for RenderAssetUsages {
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fn from_reflect(reflect: &dyn Reflect) -> Option<Self> {
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let raw_value = *reflect.as_any().downcast_ref::<u8>()?;
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Self::from_bits(raw_value)
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}
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}
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impl Typed for RenderAssetUsages {
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fn type_info() -> &'static TypeInfo {
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static CELL: NonGenericTypeInfoCell = NonGenericTypeInfoCell::new();
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CELL.get_or_set(|| TypeInfo::Value(ValueInfo::new::<Self>()))
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}
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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::<Image>` for morph
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/// targets, so the plugin is created as `RenderAssetPlugin::<Mesh, Image>::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 Ok(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 App, system: SystemConfigs);
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}
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impl RenderAssetDependency for () {
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fn register_system(render_app: &mut App, 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 App, 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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extracted: Vec<(AssetId<A>, A)>,
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removed: Vec<AssetId<A>>,
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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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}
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}
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}
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/// Stores all GPU representations ([`RenderAsset::PreparedAssets`](RenderAsset::PreparedAsset))
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/// of [`RenderAssets`](RenderAsset) as long as they exist.
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#[derive(Resource)]
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pub struct RenderAssets<A: RenderAsset>(HashMap<AssetId<A>, A::PreparedAsset>);
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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>>) -> Option<&A::PreparedAsset> {
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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>>) -> Option<&mut A::PreparedAsset> {
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self.0.get_mut(&id.into())
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}
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pub fn insert(
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&mut self,
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id: impl Into<AssetId<A>>,
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value: A::PreparedAsset,
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) -> Option<A::PreparedAsset> {
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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>>) -> Option<A::PreparedAsset> {
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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>, &A::PreparedAsset)> {
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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>, &mut A::PreparedAsset)> {
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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>>,
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ResMut<'static, Assets<A>>,
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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`] type
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/// into the "render world".
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fn extract_render_asset<A: RenderAsset>(mut commands: Commands, mut main_world: ResMut<MainWorld>) {
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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 = Vec::new();
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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.push(*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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for id in changed_assets.drain() {
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if let Some(asset) = assets.get(id) {
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let asset_usage = asset.asset_usage();
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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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}
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} else {
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extracted_assets.push((id, asset.clone()));
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}
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}
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}
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}
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commands.insert_resource(ExtractedAssets {
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extracted: extracted_assets,
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removed,
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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>, A)>,
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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`] 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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) {
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let mut param = param.into_inner();
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let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
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for (id, extracted_asset) in queued_assets {
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match extracted_asset.prepare_asset(&mut param) {
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Ok(prepared_asset) => {
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render_assets.insert(id, prepared_asset);
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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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}
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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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match extracted_asset.prepare_asset(&mut param) {
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Ok(prepared_asset) => {
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render_assets.insert(id, prepared_asset);
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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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}
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}
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}
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