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https://github.com/bevyengine/bevy
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d70595b667
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
59 lines
1.9 KiB
Rust
59 lines
1.9 KiB
Rust
use crate::{
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render_resource::{GpuArrayBuffer, GpuArrayBufferable},
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renderer::{RenderDevice, RenderQueue},
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Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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use bevy_ecs::{
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prelude::{Component, Entity},
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schedule::IntoSystemConfigs,
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system::{Commands, Query, Res, ResMut},
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};
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use core::marker::PhantomData;
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/// This plugin prepares the components of the corresponding type for the GPU
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/// by storing them in a [`GpuArrayBuffer`].
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pub struct GpuComponentArrayBufferPlugin<C: Component + GpuArrayBufferable>(PhantomData<C>);
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impl<C: Component + GpuArrayBufferable> Plugin for GpuComponentArrayBufferPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.add_systems(
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Render,
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prepare_gpu_component_array_buffers::<C>.in_set(RenderSet::PrepareResources),
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);
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}
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}
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fn finish(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.insert_resource(GpuArrayBuffer::<C>::new(
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render_app.world().resource::<RenderDevice>(),
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));
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}
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}
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}
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impl<C: Component + GpuArrayBufferable> Default for GpuComponentArrayBufferPlugin<C> {
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fn default() -> Self {
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Self(PhantomData::<C>)
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}
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}
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fn prepare_gpu_component_array_buffers<C: Component + GpuArrayBufferable>(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut gpu_array_buffer: ResMut<GpuArrayBuffer<C>>,
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components: Query<(Entity, &C)>,
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) {
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gpu_array_buffer.clear();
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let entities = components
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.iter()
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.map(|(entity, component)| (entity, gpu_array_buffer.push(component.clone())))
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.collect::<Vec<_>>();
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commands.insert_or_spawn_batch(entities);
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gpu_array_buffer.write_buffer(&render_device, &render_queue);
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}
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