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}