Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_asset/src/render_asset.rs
9427 views
1
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
2
use serde::{Deserialize, Serialize};
3
4
bitflags::bitflags! {
5
/// Defines where the asset will be used.
6
///
7
/// If an asset is set to the `RENDER_WORLD` but not the `MAIN_WORLD`, the asset data (pixel data,
8
/// mesh vertex data, etc) will be removed from the cpu-side asset once it's been extracted and prepared
9
/// in the render world. The asset will remain in the assets collection, but with only metadata.
10
///
11
/// Unloading the asset data saves on memory, as for most cases it is no longer necessary to keep
12
/// it in RAM once it's been uploaded to the GPU's VRAM. However, this means you cannot access the
13
/// asset data from the CPU (via the `Assets<T>` resource) once unloaded (without re-loading it).
14
///
15
/// If you never need access to the asset from the CPU past the first frame it's loaded on,
16
/// or only need very infrequent access, then set this to `RENDER_WORLD`. Otherwise, set this to
17
/// `RENDER_WORLD | MAIN_WORLD`.
18
///
19
/// If you have an asset that doesn't actually need to end up in the render world, like an Image
20
/// that will be decoded into another Image asset, use `MAIN_WORLD` only.
21
///
22
/// ## Platform-specific
23
///
24
/// On Wasm, it is not possible for now to free reserved memory. To control memory usage, load assets
25
/// in sequence and unload one before loading the next. See this
26
/// [discussion about memory management](https://github.com/WebAssembly/design/issues/1397) for more
27
/// details.
28
#[repr(transparent)]
29
#[derive(Serialize, Deserialize, Hash, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
30
#[reflect(opaque)]
31
#[reflect(Serialize, Deserialize, Hash, Clone, PartialEq, Debug)]
32
pub struct RenderAssetUsages: u8 {
33
/// The bit flag for the main world.
34
const MAIN_WORLD = 1 << 0;
35
/// The bit flag for the render world.
36
const RENDER_WORLD = 1 << 1;
37
}
38
}
39
40
impl Default for RenderAssetUsages {
41
/// Returns the default render asset usage flags:
42
/// `RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD`
43
///
44
/// This default configuration ensures the asset persists in the main world, even after being prepared for rendering.
45
///
46
/// If your asset does not change, consider using `RenderAssetUsages::RENDER_WORLD` exclusively. This will cause
47
/// the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need
48
/// to reach the render world at all, use `RenderAssetUsages::MAIN_WORLD` exclusively.
49
fn default() -> Self {
50
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
51
}
52
}
53
54