bevy/crates/bevy_render/src/render_asset.rs
Robert Swain ab7cbfa8fc
Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827)
# Objective

- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149 

## Solution

- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials

---

## Changelog

- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.

## Migration Guide

- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
2024-04-09 13:26:34 +00:00

335 lines
13 KiB
Rust

use crate::{ExtractSchedule, MainWorld, Render, RenderApp, RenderSet};
use bevy_app::{App, Plugin, SubApp};
use bevy_asset::{Asset, AssetEvent, AssetId, Assets};
use bevy_ecs::{
prelude::{Commands, EventReader, IntoSystemConfigs, ResMut, Resource},
schedule::SystemConfigs,
system::{StaticSystemParam, SystemParam, SystemParamItem, SystemState},
world::{FromWorld, Mut},
};
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
use bevy_utils::{HashMap, HashSet};
use serde::{Deserialize, Serialize};
use std::marker::PhantomData;
use thiserror::Error;
#[derive(Debug, Error)]
pub enum PrepareAssetError<E: Send + Sync + 'static> {
#[error("Failed to prepare asset")]
RetryNextUpdate(E),
}
/// Describes how an asset gets extracted and prepared for rendering.
///
/// In the [`ExtractSchedule`] step the [`RenderAsset::SourceAsset`] is transferred
/// from the "main world" into the "render world".
///
/// After that in the [`RenderSet::PrepareAssets`] step the extracted asset
/// is transformed into its GPU-representation of type [`RenderAsset`].
pub trait RenderAsset: Send + Sync + 'static + Sized {
/// The representation of the asset in the "main world".
type SourceAsset: Asset + Clone;
/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
///
/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
type Param: SystemParam;
/// Whether or not to unload the asset after extracting it to the render world.
#[inline]
fn asset_usage(_source_asset: &Self::SourceAsset) -> RenderAssetUsages {
RenderAssetUsages::default()
}
/// Prepares the [`RenderAsset::SourceAsset`] for the GPU by transforming it into a [`RenderAsset`].
///
/// ECS data may be accessed via `param`.
fn prepare_asset(
source_asset: Self::SourceAsset,
param: &mut SystemParamItem<Self::Param>,
) -> Result<Self, PrepareAssetError<Self::SourceAsset>>;
}
bitflags::bitflags! {
/// Defines where the asset will be used.
///
/// If an asset is set to the `RENDER_WORLD` but not the `MAIN_WORLD`, the asset will be
/// unloaded from the asset server once it's been extracted and prepared in the render world.
///
/// Unloading the asset saves on memory, as for most cases it is no longer necessary to keep
/// it in RAM once it's been uploaded to the GPU's VRAM. However, this means you can no longer
/// access the asset from the CPU (via the `Assets<T>` resource) once unloaded (without re-loading it).
///
/// If you never need access to the asset from the CPU past the first frame it's loaded on,
/// or only need very infrequent access, then set this to `RENDER_WORLD`. Otherwise, set this to
/// `RENDER_WORLD | MAIN_WORLD`.
///
/// If you have an asset that doesn't actually need to end up in the render world, like an Image
/// that will be decoded into another Image asset, use `MAIN_WORLD` only.
///
/// ## Platform-specific
///
/// On Wasm, it is not possible for now to free reserved memory. To control memory usage, load assets
/// in sequence and unload one before loading the next. See this
/// [discussion about memory management](https://github.com/WebAssembly/design/issues/1397) for more
/// details.
#[repr(transparent)]
#[derive(Serialize, Deserialize, Hash, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
#[reflect_value(Serialize, Deserialize, Hash, PartialEq, Debug)]
pub struct RenderAssetUsages: u8 {
const MAIN_WORLD = 1 << 0;
const RENDER_WORLD = 1 << 1;
}
}
impl Default for RenderAssetUsages {
/// Returns the default render asset usage flags:
/// `RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD`
///
/// This default configuration ensures the asset persists in the main world, even after being prepared for rendering.
///
/// If your asset does not change, consider using `RenderAssetUsages::RENDER_WORLD` exclusively. This will cause
/// the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need
/// to reach the render world at all, use `RenderAssetUsages::MAIN_WORLD` exclusively.
fn default() -> Self {
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
}
}
/// 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 [`ExtractSchedule`] and
/// [`RenderSet::PrepareAssets`] steps for the specified [`RenderAsset`].
///
/// The `AFTER` generic parameter can be used to specify that `A::prepare_asset` should not be run until
/// `prepare_assets::<AFTER>` has completed. This allows the `prepare_asset` function to depend on another
/// prepared [`RenderAsset`], for example `Mesh::prepare_asset` relies on `RenderAssets::<GpuImage>` for morph
/// targets, so the plugin is created as `RenderAssetPlugin::<GpuMesh, GpuImage>::default()`.
pub struct RenderAssetPlugin<A: RenderAsset, AFTER: RenderAssetDependency + 'static = ()> {
phantom: PhantomData<fn() -> (A, AFTER)>,
}
impl<A: RenderAsset, AFTER: RenderAssetDependency + 'static> Default
for RenderAssetPlugin<A, AFTER>
{
fn default() -> Self {
Self {
phantom: Default::default(),
}
}
}
impl<A: RenderAsset, AFTER: RenderAssetDependency + 'static> Plugin
for RenderAssetPlugin<A, AFTER>
{
fn build(&self, app: &mut App) {
app.init_resource::<CachedExtractRenderAssetSystemState<A>>();
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ExtractedAssets<A>>()
.init_resource::<RenderAssets<A>>()
.init_resource::<PrepareNextFrameAssets<A>>()
.add_systems(ExtractSchedule, extract_render_asset::<A>);
AFTER::register_system(
render_app,
prepare_assets::<A>.in_set(RenderSet::PrepareAssets),
);
}
}
}
// helper to allow specifying dependencies between render assets
pub trait RenderAssetDependency {
fn register_system(render_app: &mut SubApp, system: SystemConfigs);
}
impl RenderAssetDependency for () {
fn register_system(render_app: &mut SubApp, system: SystemConfigs) {
render_app.add_systems(Render, system);
}
}
impl<A: RenderAsset> RenderAssetDependency for A {
fn register_system(render_app: &mut SubApp, system: SystemConfigs) {
render_app.add_systems(Render, system.after(prepare_assets::<A>));
}
}
/// Temporarily stores the extracted and removed assets of the current frame.
#[derive(Resource)]
pub struct ExtractedAssets<A: RenderAsset> {
extracted: Vec<(AssetId<A::SourceAsset>, A::SourceAsset)>,
removed: Vec<AssetId<A::SourceAsset>>,
}
impl<A: RenderAsset> Default for ExtractedAssets<A> {
fn default() -> Self {
Self {
extracted: Default::default(),
removed: Default::default(),
}
}
}
/// Stores all GPU representations ([`RenderAsset`])
/// of [`RenderAsset::SourceAsset`] as long as they exist.
#[derive(Resource)]
pub struct RenderAssets<A: RenderAsset>(HashMap<AssetId<A::SourceAsset>, A>);
impl<A: RenderAsset> Default for RenderAssets<A> {
fn default() -> Self {
Self(Default::default())
}
}
impl<A: RenderAsset> RenderAssets<A> {
pub fn get(&self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<&A> {
self.0.get(&id.into())
}
pub fn get_mut(&mut self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<&mut A> {
self.0.get_mut(&id.into())
}
pub fn insert(&mut self, id: impl Into<AssetId<A::SourceAsset>>, value: A) -> Option<A> {
self.0.insert(id.into(), value)
}
pub fn remove(&mut self, id: impl Into<AssetId<A::SourceAsset>>) -> Option<A> {
self.0.remove(&id.into())
}
pub fn iter(&self) -> impl Iterator<Item = (AssetId<A::SourceAsset>, &A)> {
self.0.iter().map(|(k, v)| (*k, v))
}
pub fn iter_mut(&mut self) -> impl Iterator<Item = (AssetId<A::SourceAsset>, &mut A)> {
self.0.iter_mut().map(|(k, v)| (*k, v))
}
}
#[derive(Resource)]
struct CachedExtractRenderAssetSystemState<A: RenderAsset> {
state: SystemState<(
EventReader<'static, 'static, AssetEvent<A::SourceAsset>>,
ResMut<'static, Assets<A::SourceAsset>>,
)>,
}
impl<A: RenderAsset> FromWorld for CachedExtractRenderAssetSystemState<A> {
fn from_world(world: &mut bevy_ecs::world::World) -> Self {
Self {
state: SystemState::new(world),
}
}
}
/// This system extracts all created or modified assets of the corresponding [`RenderAsset::SourceAsset`] type
/// into the "render world".
fn extract_render_asset<A: RenderAsset>(mut commands: Commands, mut main_world: ResMut<MainWorld>) {
main_world.resource_scope(
|world, mut cached_state: Mut<CachedExtractRenderAssetSystemState<A>>| {
let (mut events, mut assets) = cached_state.state.get_mut(world);
let mut changed_assets = HashSet::default();
let mut removed = Vec::new();
for event in events.read() {
#[allow(clippy::match_same_arms)]
match event {
AssetEvent::Added { id } | AssetEvent::Modified { id } => {
changed_assets.insert(*id);
}
AssetEvent::Removed { .. } => {}
AssetEvent::Unused { id } => {
changed_assets.remove(id);
removed.push(*id);
}
AssetEvent::LoadedWithDependencies { .. } => {
// TODO: handle this
}
}
}
let mut extracted_assets = Vec::new();
for id in changed_assets.drain() {
if let Some(asset) = assets.get(id) {
let asset_usage = A::asset_usage(asset);
if asset_usage.contains(RenderAssetUsages::RENDER_WORLD) {
if asset_usage == RenderAssetUsages::RENDER_WORLD {
if let Some(asset) = assets.remove(id) {
extracted_assets.push((id, asset));
}
} else {
extracted_assets.push((id, asset.clone()));
}
}
}
}
commands.insert_resource(ExtractedAssets::<A> {
extracted: extracted_assets,
removed,
});
cached_state.state.apply(world);
},
);
}
// TODO: consider storing inside system?
/// All assets that should be prepared next frame.
#[derive(Resource)]
pub struct PrepareNextFrameAssets<A: RenderAsset> {
assets: Vec<(AssetId<A::SourceAsset>, A::SourceAsset)>,
}
impl<A: RenderAsset> Default for PrepareNextFrameAssets<A> {
fn default() -> Self {
Self {
assets: Default::default(),
}
}
}
/// This system prepares all assets of the corresponding [`RenderAsset::SourceAsset`] type
/// which where extracted this frame for the GPU.
pub fn prepare_assets<A: RenderAsset>(
mut extracted_assets: ResMut<ExtractedAssets<A>>,
mut render_assets: ResMut<RenderAssets<A>>,
mut prepare_next_frame: ResMut<PrepareNextFrameAssets<A>>,
param: StaticSystemParam<<A as RenderAsset>::Param>,
) {
let mut param = param.into_inner();
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
for (id, extracted_asset) in queued_assets {
if extracted_assets.removed.contains(&id) {
continue;
}
match A::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(id, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((id, extracted_asset));
}
}
}
for removed in extracted_assets.removed.drain(..) {
render_assets.remove(removed);
}
for (id, extracted_asset) in extracted_assets.extracted.drain(..) {
match A::prepare_asset(extracted_asset, &mut param) {
Ok(prepared_asset) => {
render_assets.insert(id, prepared_asset);
}
Err(PrepareAssetError::RetryNextUpdate(extracted_asset)) => {
prepare_next_frame.assets.push((id, extracted_asset));
}
}
}
}