use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};1use serde::{Deserialize, Serialize};23bitflags::bitflags! {4/// Defines where the asset will be used.5///6/// If an asset is set to the `RENDER_WORLD` but not the `MAIN_WORLD`, the asset data (pixel data,7/// mesh vertex data, etc) will be removed from the cpu-side asset once it's been extracted and prepared8/// in the render world. The asset will remain in the assets collection, but with only metadata.9///10/// Unloading the asset data saves on memory, as for most cases it is no longer necessary to keep11/// it in RAM once it's been uploaded to the GPU's VRAM. However, this means you cannot access the12/// asset data from the CPU (via the `Assets<T>` resource) once unloaded (without re-loading it).13///14/// If you never need access to the asset from the CPU past the first frame it's loaded on,15/// or only need very infrequent access, then set this to `RENDER_WORLD`. Otherwise, set this to16/// `RENDER_WORLD | MAIN_WORLD`.17///18/// If you have an asset that doesn't actually need to end up in the render world, like an Image19/// that will be decoded into another Image asset, use `MAIN_WORLD` only.20///21/// ## Platform-specific22///23/// On Wasm, it is not possible for now to free reserved memory. To control memory usage, load assets24/// in sequence and unload one before loading the next. See this25/// [discussion about memory management](https://github.com/WebAssembly/design/issues/1397) for more26/// details.27#[repr(transparent)]28#[derive(Serialize, Deserialize, Hash, Clone, Copy, PartialEq, Eq, Debug, Reflect)]29#[reflect(opaque)]30#[reflect(Serialize, Deserialize, Hash, Clone, PartialEq, Debug)]31pub struct RenderAssetUsages: u8 {32/// The bit flag for the main world.33const MAIN_WORLD = 1 << 0;34/// The bit flag for the render world.35const RENDER_WORLD = 1 << 1;36}37}3839impl Default for RenderAssetUsages {40/// Returns the default render asset usage flags:41/// `RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD`42///43/// This default configuration ensures the asset persists in the main world, even after being prepared for rendering.44///45/// If your asset does not change, consider using `RenderAssetUsages::RENDER_WORLD` exclusively. This will cause46/// the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need47/// to reach the render world at all, use `RenderAssetUsages::MAIN_WORLD` exclusively.48fn default() -> Self {49RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD50}51}525354