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don't mark as modified removed asset if the are RENDER_WORLD only #18829

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mockersf
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Objective

Solution

  • Only mark removed assets as modified if they are in the MAIN_WORLD

Testing

  • Run example mesh2d_manual

@mockersf mockersf added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen A-Assets Load files from disk to use for things like images, models, and sounds labels Apr 13, 2025
@mockersf mockersf added this to the 0.16 milestone Apr 13, 2025
@mockersf mockersf requested a review from tychedelia April 13, 2025 09:40
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Lgtm, but man RenderAsset is getting increasingly cursed D:

@tychedelia
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Ugh, good catch. Hmm. Let me check to make sure this doesn't regress the memory leak.

@tychedelia
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tychedelia commented Apr 13, 2025

Ugh so I can still reproduce it with:

use bevy::{
    asset::RenderAssetUsages,
    prelude::*,
    render::mesh::{Indices, PrimitiveTopology},
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, touch)
        .run();
}

fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
    // Spawn a big mesh to make the memory leak obvious
    commands.spawn(Mesh2d(
        meshes.add(
            Mesh::new(
                PrimitiveTopology::TriangleList,
                RenderAssetUsages::RENDER_WORLD,
            )
                .with_inserted_indices(Indices::U32([0; 600_000].to_vec()))
                .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, [[0.0; 3]; 400_000].to_vec()),
        ),
    ));
}

fn touch(q_mesh_handle: Query<&Mesh2d>, mut meshes: ResMut<Assets<Mesh>>) {
    let mesh_handle = q_mesh_handle.single().unwrap();
    // let mesh = meshes.remove(&*mesh_handle).unwrap();
    meshes.insert(mesh_handle,  Mesh::new(
        PrimitiveTopology::TriangleList,
        RenderAssetUsages::RENDER_WORLD,
    )
        .with_inserted_indices(Indices::U32([0; 600_000].to_vec()))
        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, [[0.0; 3]; 400_000].to_vec()),);
}

Which is like, a stupid pattern but I could see someone doing by accident.

I'd like to try to understand why the custom mesh disappears.

@mockersf
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mockersf commented Apr 14, 2025

I'd like to try to understand why the custom mesh disappears.

The complete fix is probably something that would handle the three asset queues for modified, unused and removed differently and depending on the asset usage, but I would probably be less happy to include that in the 0.16 at this point in the rc process

@mockersf
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closed in favour of #18845

@mockersf mockersf closed this Apr 15, 2025
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A-Assets Load files from disk to use for things like images, models, and sounds A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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3 participants