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		93fc2d12cf
		
			
		
	
	
	
	
		
			
			# Objective
The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.
The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.
More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.
As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.
## Solution
Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.
## Migration Guide
The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.
`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
		
	
			
		
			
				
	
	
		
			98 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to create a texture for use with a `texture_2d_array<f32>` shader
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| //! uniform variable.
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| 
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| use bevy::{
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|     prelude::*,
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|     reflect::TypePath,
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|     render::render_resource::{AsBindGroup, ShaderRef},
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| };
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| 
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| /// This example uses a shader source file from the assets subdirectory
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| const SHADER_ASSET_PATH: &str = "shaders/array_texture.wgsl";
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((
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|             DefaultPlugins,
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|             MaterialPlugin::<ArrayTextureMaterial>::default(),
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|         ))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, create_array_texture)
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct LoadingTexture {
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|     is_loaded: bool,
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|     handle: Handle<Image>,
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // Start loading the texture.
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|     commands.insert_resource(LoadingTexture {
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|         is_loaded: false,
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|         handle: asset_server.load("textures/array_texture.png"),
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|     });
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| 
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|     // light
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|     commands.spawn((
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|         DirectionalLight::default(),
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|         Transform::from_xyz(3.0, 2.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| 
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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::new(1.5, 0.0, 0.0), Vec3::Y),
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|     ));
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| }
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| 
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| fn create_array_texture(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut loading_texture: ResMut<LoadingTexture>,
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|     mut images: ResMut<Assets<Image>>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ArrayTextureMaterial>>,
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| ) {
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|     if loading_texture.is_loaded
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|         || !asset_server
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|             .load_state(loading_texture.handle.id())
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|             .is_loaded()
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|     {
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|         return;
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|     }
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|     loading_texture.is_loaded = true;
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|     let image = images.get_mut(&loading_texture.handle).unwrap();
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| 
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|     // Create a new array texture asset from the loaded texture.
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|     let array_layers = 4;
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|     image.reinterpret_stacked_2d_as_array(array_layers);
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| 
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|     // Spawn some cubes using the array texture
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|     let mesh_handle = meshes.add(Cuboid::default());
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|     let material_handle = materials.add(ArrayTextureMaterial {
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|         array_texture: loading_texture.handle.clone(),
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|     });
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|     for x in -5..=5 {
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|         commands.spawn((
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|             Mesh3d(mesh_handle.clone()),
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|             MeshMaterial3d(material_handle.clone()),
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|             Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
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|         ));
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|     }
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| }
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| 
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| #[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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| struct ArrayTextureMaterial {
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|     #[texture(0, dimension = "2d_array")]
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|     #[sampler(1)]
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|     array_texture: Handle<Image>,
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| }
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| 
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| impl Material for ArrayTextureMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         SHADER_ASSET_PATH.into()
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|     }
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| }
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