bevy_asset/
render_asset.rs

1use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
2use serde::{Deserialize, Serialize};
3
4bitflags::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 will be
8    /// unloaded from the asset server once it's been extracted and prepared in the render world.
9    ///
10    /// Unloading the asset saves on memory, as for most cases it is no longer necessary to keep
11    /// it in RAM once it's been uploaded to the GPU's VRAM. However, this means you can no longer
12    /// access the asset 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 to
16    /// `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 Image
19    /// that will be decoded into another Image asset, use `MAIN_WORLD` only.
20    ///
21    /// ## Platform-specific
22    ///
23    /// On Wasm, it is not possible for now to free reserved memory. To control memory usage, load assets
24    /// in sequence and unload one before loading the next. See this
25    /// [discussion about memory management](https://github.com/WebAssembly/design/issues/1397) for more
26    /// details.
27    #[repr(transparent)]
28    #[derive(Serialize, Deserialize, Hash, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
29    #[reflect(opaque)]
30    #[reflect(Serialize, Deserialize, Hash, PartialEq, Debug)]
31    pub struct RenderAssetUsages: u8 {
32        const MAIN_WORLD = 1 << 0;
33        const RENDER_WORLD = 1 << 1;
34    }
35}
36
37impl Default for RenderAssetUsages {
38    /// Returns the default render asset usage flags:
39    /// `RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD`
40    ///
41    /// This default configuration ensures the asset persists in the main world, even after being prepared for rendering.
42    ///
43    /// If your asset does not change, consider using `RenderAssetUsages::RENDER_WORLD` exclusively. This will cause
44    /// the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need
45    /// to reach the render world at all, use `RenderAssetUsages::MAIN_WORLD` exclusively.
46    fn default() -> Self {
47        RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
48    }
49}