gltf loader: do not use the taskpool for only one task (#3577)

# Objective

- Fix the case mentioned in https://github.com/bevyengine/bevy/pull/2725#issuecomment-1007014024.
- On a machine with 4 cores, so 1 thread for assets, loading a gltf with only one textures hangs all asset loading

## Solution

- Do not use the task pool when there is only one texture to load


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This commit is contained in:
François 2022-01-07 07:19:22 +00:00
parent fda0b2c911
commit 015da72250

View file

@ -247,36 +247,40 @@ async fn load_gltf<'a, 'b>(
.collect(); .collect();
// TODO: use the threaded impl on wasm once wasm thread pool doesn't deadlock on it // TODO: use the threaded impl on wasm once wasm thread pool doesn't deadlock on it
#[cfg(target_arch = "wasm32")] // See https://github.com/bevyengine/bevy/issues/1924 for more details
for gltf_texture in gltf.textures() { // The taskpool use is also avoided when there is only one texture for performance reasons and
let (texture, label) = // to avoid https://github.com/bevyengine/bevy/pull/2725
load_texture(gltf_texture, &buffer_data, &linear_textures, &load_context).await?; if gltf.textures().len() == 1 || cfg!(target_arch = "wasm32") {
load_context.set_labeled_asset(&label, LoadedAsset::new(texture)); for gltf_texture in gltf.textures() {
} let (texture, label) =
load_texture(gltf_texture, &buffer_data, &linear_textures, load_context).await?;
#[cfg(not(target_arch = "wasm32"))]
load_context
.task_pool()
.scope(|scope| {
gltf.textures().for_each(|gltf_texture| {
let linear_textures = &linear_textures;
let load_context: &LoadContext = load_context;
let buffer_data = &buffer_data;
scope.spawn(async move {
load_texture(gltf_texture, buffer_data, linear_textures, load_context).await
});
});
})
.into_iter()
.filter_map(|res| {
if let Err(err) = res.as_ref() {
warn!("Error loading glTF texture: {}", err);
}
res.ok()
})
.for_each(|(texture, label)| {
load_context.set_labeled_asset(&label, LoadedAsset::new(texture)); load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
}); }
} else {
#[cfg(not(target_arch = "wasm32"))]
load_context
.task_pool()
.scope(|scope| {
gltf.textures().for_each(|gltf_texture| {
let linear_textures = &linear_textures;
let load_context: &LoadContext = load_context;
let buffer_data = &buffer_data;
scope.spawn(async move {
load_texture(gltf_texture, buffer_data, linear_textures, load_context).await
});
});
})
.into_iter()
.filter_map(|res| {
if let Err(err) = res.as_ref() {
warn!("Error loading glTF texture: {}", err);
}
res.ok()
})
.for_each(|(texture, label)| {
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
});
}
let mut scenes = vec![]; let mut scenes = vec![];
let mut named_scenes = HashMap::default(); let mut named_scenes = HashMap::default();