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# 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.
107 lines
3.8 KiB
Rust
107 lines
3.8 KiB
Rust
use crate::TextureAtlasLayout;
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use bevy_asset::{Assets, Handle};
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use bevy_math::{IVec2, Rect, Vec2};
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use bevy_render::{
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render_asset::{RenderAsset, RenderAssetUsages},
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texture::{Image, TextureFormatPixelInfo},
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};
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use guillotiere::{size2, Allocation, AtlasAllocator};
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/// Helper utility to update [`TextureAtlasLayout`] on the fly.
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///
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/// Helpful in cases when texture is created procedurally,
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/// e.g: in a font glyph [`TextureAtlasLayout`], only add the [`Image`] texture for letters to be rendered.
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pub struct DynamicTextureAtlasBuilder {
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atlas_allocator: AtlasAllocator,
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padding: i32,
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}
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impl DynamicTextureAtlasBuilder {
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/// Create a new [`DynamicTextureAtlasBuilder`]
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///
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/// # Arguments
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///
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/// * `size` - total size for the atlas
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/// * `padding` - gap added between textures in the atlas, both in x axis and y axis
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pub fn new(size: Vec2, padding: i32) -> Self {
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Self {
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atlas_allocator: AtlasAllocator::new(to_size2(size)),
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padding,
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}
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}
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/// Add a new texture to `atlas_layout`.
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///
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/// It is the user's responsibility to pass in the correct [`TextureAtlasLayout`].
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/// Also, the asset that `atlas_texture_handle` points to must have a usage matching
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/// [`RenderAssetUsages::MAIN_WORLD`].
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///
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/// # Arguments
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///
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/// * `altas_layout` - The atlas to add the texture to
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/// * `textures` - The texture assets container
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/// * `texture` - The new texture to add to the atlas
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/// * `atlas_texture_handle` - The atlas texture to edit
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pub fn add_texture(
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&mut self,
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atlas_layout: &mut TextureAtlasLayout,
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textures: &mut Assets<Image>,
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texture: &Image,
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atlas_texture_handle: &Handle<Image>,
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) -> Option<usize> {
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let allocation = self.atlas_allocator.allocate(size2(
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texture.width() as i32 + self.padding,
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texture.height() as i32 + self.padding,
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));
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if let Some(allocation) = allocation {
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let atlas_texture = textures.get_mut(atlas_texture_handle).unwrap();
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assert!(
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atlas_texture
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.asset_usage()
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.contains(RenderAssetUsages::MAIN_WORLD),
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"The asset at atlas_texture_handle must have the RenderAssetUsages::MAIN_WORLD usage flag set"
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);
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self.place_texture(atlas_texture, allocation, texture);
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let mut rect: Rect = to_rect(allocation.rectangle);
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rect.max -= self.padding as f32;
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Some(atlas_layout.add_texture(rect))
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} else {
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None
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}
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}
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fn place_texture(
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&mut self,
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atlas_texture: &mut Image,
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allocation: Allocation,
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texture: &Image,
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) {
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let mut rect = allocation.rectangle;
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rect.max.x -= self.padding;
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rect.max.y -= self.padding;
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let atlas_width = atlas_texture.width() as usize;
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let rect_width = rect.width() as usize;
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let format_size = atlas_texture.texture_descriptor.format.pixel_size();
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for (texture_y, bound_y) in (rect.min.y..rect.max.y).map(|i| i as usize).enumerate() {
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let begin = (bound_y * atlas_width + rect.min.x as usize) * format_size;
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let end = begin + rect_width * format_size;
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let texture_begin = texture_y * rect_width * format_size;
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let texture_end = texture_begin + rect_width * format_size;
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atlas_texture.data[begin..end]
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.copy_from_slice(&texture.data[texture_begin..texture_end]);
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}
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}
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}
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fn to_rect(rectangle: guillotiere::Rectangle) -> Rect {
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Rect {
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min: IVec2::new(rectangle.min.x, rectangle.min.y).as_vec2(),
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max: IVec2::new(rectangle.max.x, rectangle.max.y).as_vec2(),
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}
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}
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fn to_size2(vec2: Vec2) -> guillotiere::Size {
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guillotiere::Size::new(vec2.x as i32, vec2.y as i32)
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}
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