pub struct StaticSystemParam<'w, 's, P>(/* private fields */)
where
P: SystemParam;
Expand description
A helper for using system parameters in generic contexts
This type is a SystemParam
adapter which always has
Self::Item == Self
(ignoring lifetimes for brevity),
no matter the argument SystemParam
(P
) (other than
that P
must be 'static
)
This makes it useful for having arbitrary SystemParam
type arguments
to function systems, or for generic types using the SystemParam
derive:
use bevy_ecs::system::{SystemParam, StaticSystemParam};
#[derive(SystemParam)]
struct GenericParam<'w,'s, T: SystemParam + 'static> {
field: StaticSystemParam<'w, 's, T>,
}
fn do_thing_generically<T: SystemParam + 'static>(t: StaticSystemParam<T>) {}
fn check_always_is_system<T: SystemParam + 'static>(){
bevy_ecs::system::assert_is_system(do_thing_generically::<T>);
}
Note that in a real case you’d generally want
additional bounds on P
, for your use of the parameter
to have a reason to be generic.
For example, using this would allow a type to be generic over
whether a resource is accessed mutably or not, with
impls being bounded on P: Deref<Target=MyType>
, and
P: DerefMut<Target=MyType>
depending on whether the
method requires mutable access or not.
The method which doesn’t use this type will not compile:
fn do_thing_generically<T: SystemParam + 'static>(t: T) {}
#[derive(SystemParam)]
struct GenericParam<'w, 's, T: SystemParam> {
field: T,
// Use the lifetimes in this type, or they will be unbound.
phantom: std::marker::PhantomData<&'w &'s ()>
}
Implementations§
Source§impl<'w, 's, P> StaticSystemParam<'w, 's, P>where
P: SystemParam,
impl<'w, 's, P> StaticSystemParam<'w, 's, P>where
P: SystemParam,
Sourcepub fn into_inner(self) -> <P as SystemParam>::Item<'w, 's>
pub fn into_inner(self) -> <P as SystemParam>::Item<'w, 's>
Get the value of the parameter
Examples found in repository?
274fn queue_custom_mesh_pipeline(
275 pipeline_cache: Res<PipelineCache>,
276 custom_mesh_pipeline: Res<CustomMeshPipeline>,
277 (mut opaque_render_phases, opaque_draw_functions): (
278 ResMut<ViewBinnedRenderPhases<Opaque3d>>,
279 Res<DrawFunctions<Opaque3d>>,
280 ),
281 mut specialized_mesh_pipelines: ResMut<SpecializedMeshPipelines<CustomMeshPipeline>>,
282 views: Query<(
283 &RenderVisibleEntities,
284 &ExtractedView,
285 &Msaa,
286 Has<NoIndirectDrawing>,
287 Has<OcclusionCulling>,
288 )>,
289 (render_meshes, render_mesh_instances): (
290 Res<RenderAssets<RenderMesh>>,
291 Res<RenderMeshInstances>,
292 ),
293 param: StaticSystemParam<<MeshPipeline as GetBatchData>::Param>,
294 mut phase_batched_instance_buffers: ResMut<
295 PhaseBatchedInstanceBuffers<Opaque3d, <MeshPipeline as GetBatchData>::BufferData>,
296 >,
297 mut phase_indirect_parameters_buffers: ResMut<PhaseIndirectParametersBuffers<Opaque3d>>,
298 mut change_tick: Local<Tick>,
299) {
300 let system_param_item = param.into_inner();
301
302 let UntypedPhaseBatchedInstanceBuffers {
303 ref mut data_buffer,
304 ref mut work_item_buffers,
305 ref mut late_indexed_indirect_parameters_buffer,
306 ref mut late_non_indexed_indirect_parameters_buffer,
307 ..
308 } = phase_batched_instance_buffers.buffers;
309
310 // Get the id for our custom draw function
311 let draw_function_id = opaque_draw_functions
312 .read()
313 .id::<DrawSpecializedPipelineCommands>();
314
315 // Render phases are per-view, so we need to iterate over all views so that
316 // the entity appears in them. (In this example, we have only one view, but
317 // it's good practice to loop over all views anyway.)
318 for (view_visible_entities, view, msaa, no_indirect_drawing, gpu_occlusion_culling) in
319 views.iter()
320 {
321 let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
322 continue;
323 };
324
325 // Create *work item buffers* if necessary. Work item buffers store the
326 // indices of meshes that are to be rendered when indirect drawing is
327 // enabled.
328 let work_item_buffer = gpu_preprocessing::get_or_create_work_item_buffer::<Opaque3d>(
329 work_item_buffers,
330 view.retained_view_entity,
331 no_indirect_drawing,
332 gpu_occlusion_culling,
333 );
334
335 // Initialize those work item buffers in preparation for this new frame.
336 gpu_preprocessing::init_work_item_buffers(
337 work_item_buffer,
338 late_indexed_indirect_parameters_buffer,
339 late_non_indexed_indirect_parameters_buffer,
340 );
341
342 // Create the key based on the view. In this case we only care about MSAA and HDR
343 let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
344 | MeshPipelineKey::from_hdr(view.hdr);
345
346 // Set up a slot to hold information about the batch set we're going to
347 // create. If there are any of our custom meshes in the scene, we'll
348 // need this information in order for Bevy to kick off the rendering.
349 let mut mesh_batch_set_info = None;
350
351 // Find all the custom rendered entities that are visible from this
352 // view.
353 for &(render_entity, visible_entity) in
354 view_visible_entities.get::<CustomRenderedEntity>().iter()
355 {
356 // Get the mesh instance
357 let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(visible_entity)
358 else {
359 continue;
360 };
361
362 // Get the mesh data
363 let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
364 continue;
365 };
366
367 // Specialize the key for the current mesh entity
368 // For this example we only specialize based on the mesh topology
369 // but you could have more complex keys and that's where you'd need to create those keys
370 let mut mesh_key = view_key;
371 mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
372
373 // Initialize the batch set information if this was the first custom
374 // mesh we saw. We'll need that information later to create the
375 // batch set.
376 if mesh_batch_set_info.is_none() {
377 mesh_batch_set_info = Some(MeshBatchSetInfo {
378 indirect_parameters_index: phase_indirect_parameters_buffers
379 .buffers
380 .allocate(mesh.indexed(), 1),
381 is_indexed: mesh.indexed(),
382 });
383 }
384 let mesh_info = mesh_batch_set_info.unwrap();
385
386 // Allocate some input and output indices. We'll need these to
387 // create the *work item* below.
388 let Some(input_index) =
389 MeshPipeline::get_binned_index(&system_param_item, visible_entity)
390 else {
391 continue;
392 };
393 let output_index = data_buffer.add() as u32;
394
395 // Finally, we can specialize the pipeline based on the key
396 let pipeline_id = specialized_mesh_pipelines
397 .specialize(
398 &pipeline_cache,
399 &custom_mesh_pipeline,
400 mesh_key,
401 &mesh.layout,
402 )
403 // This should never with this example, but if your pipeline specialization
404 // can fail you need to handle the error here
405 .expect("Failed to specialize mesh pipeline");
406
407 // Bump the change tick so that Bevy is forced to rebuild the bin.
408 let next_change_tick = change_tick.get() + 1;
409 change_tick.set(next_change_tick);
410
411 // Add the mesh with our specialized pipeline
412 opaque_phase.add(
413 Opaque3dBatchSetKey {
414 draw_function: draw_function_id,
415 pipeline: pipeline_id,
416 material_bind_group_index: None,
417 vertex_slab: default(),
418 index_slab: None,
419 lightmap_slab: None,
420 },
421 // The asset ID is arbitrary; we simply use [`AssetId::invalid`],
422 // but you can use anything you like. Note that the asset ID need
423 // not be the ID of a [`Mesh`].
424 Opaque3dBinKey {
425 asset_id: AssetId::<Mesh>::invalid().untyped(),
426 },
427 (render_entity, visible_entity),
428 mesh_instance.current_uniform_index,
429 // This example supports batching, but if your pipeline doesn't
430 // support it you can use `BinnedRenderPhaseType::UnbatchableMesh`
431 BinnedRenderPhaseType::BatchableMesh,
432 *change_tick,
433 );
434
435 // Create a *work item*. A work item tells the Bevy renderer to
436 // transform the mesh on GPU.
437 work_item_buffer.push(
438 mesh.indexed(),
439 PreprocessWorkItem {
440 input_index: input_index.into(),
441 output_or_indirect_parameters_index: if no_indirect_drawing {
442 output_index
443 } else {
444 mesh_info.indirect_parameters_index
445 },
446 },
447 );
448 }
449
450 // Now if there were any meshes, we need to add a command to the
451 // indirect parameters buffer, so that the renderer will end up
452 // enqueuing a command to draw the mesh.
453 if let Some(mesh_info) = mesh_batch_set_info {
454 phase_indirect_parameters_buffers
455 .buffers
456 .add_batch_set(mesh_info.is_indexed, mesh_info.indirect_parameters_index);
457 }
458 }
459}
Trait Implementations§
Source§impl<'w, 's, P> Deref for StaticSystemParam<'w, 's, P>where
P: SystemParam,
impl<'w, 's, P> Deref for StaticSystemParam<'w, 's, P>where
P: SystemParam,
Source§impl<'w, 's, P> DerefMut for StaticSystemParam<'w, 's, P>where
P: SystemParam,
impl<'w, 's, P> DerefMut for StaticSystemParam<'w, 's, P>where
P: SystemParam,
Source§impl<P> SystemParam for StaticSystemParam<'_, '_, P>where
P: SystemParam + 'static,
impl<P> SystemParam for StaticSystemParam<'_, '_, P>where
P: SystemParam + 'static,
Source§type State = <P as SystemParam>::State
type State = <P as SystemParam>::State
Source§type Item<'world, 'state> = StaticSystemParam<'world, 'state, P>
type Item<'world, 'state> = StaticSystemParam<'world, 'state, P>
Self
, instantiated with new lifetimes. Read moreSource§fn init_state(
world: &mut World,
system_meta: &mut SystemMeta,
) -> <StaticSystemParam<'_, '_, P> as SystemParam>::State
fn init_state( world: &mut World, system_meta: &mut SystemMeta, ) -> <StaticSystemParam<'_, '_, P> as SystemParam>::State
World
access used by this SystemParam
and creates a new instance of this param’s State
.Source§unsafe fn new_archetype(
state: &mut <StaticSystemParam<'_, '_, P> as SystemParam>::State,
archetype: &Archetype,
system_meta: &mut SystemMeta,
)
unsafe fn new_archetype( state: &mut <StaticSystemParam<'_, '_, P> as SystemParam>::State, archetype: &Archetype, system_meta: &mut SystemMeta, )
Archetype
, registers the components accessed by this SystemParam
(if applicable).a Read moreSource§fn apply(
state: &mut <StaticSystemParam<'_, '_, P> as SystemParam>::State,
system_meta: &SystemMeta,
world: &mut World,
)
fn apply( state: &mut <StaticSystemParam<'_, '_, P> as SystemParam>::State, system_meta: &SystemMeta, world: &mut World, )
SystemParam
’s state.
This is used to apply Commands
during ApplyDeferred
.Source§fn queue(
state: &mut <StaticSystemParam<'_, '_, P> as SystemParam>::State,
system_meta: &SystemMeta,
world: DeferredWorld<'_>,
)
fn queue( state: &mut <StaticSystemParam<'_, '_, P> as SystemParam>::State, system_meta: &SystemMeta, world: DeferredWorld<'_>, )
ApplyDeferred
.Source§unsafe fn validate_param(
state: &<StaticSystemParam<'_, '_, P> as SystemParam>::State,
system_meta: &SystemMeta,
world: UnsafeWorldCell<'_>,
) -> Result<(), SystemParamValidationError>
unsafe fn validate_param( state: &<StaticSystemParam<'_, '_, P> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'_>, ) -> Result<(), SystemParamValidationError>
Source§unsafe fn get_param<'world, 'state>(
state: &'state mut <StaticSystemParam<'_, '_, P> as SystemParam>::State,
system_meta: &SystemMeta,
world: UnsafeWorldCell<'world>,
change_tick: Tick,
) -> <StaticSystemParam<'_, '_, P> as SystemParam>::Item<'world, 'state>
unsafe fn get_param<'world, 'state>( state: &'state mut <StaticSystemParam<'_, '_, P> as SystemParam>::State, system_meta: &SystemMeta, world: UnsafeWorldCell<'world>, change_tick: Tick, ) -> <StaticSystemParam<'_, '_, P> as SystemParam>::Item<'world, 'state>
SystemParamFunction
. Read moreimpl<'w, 's, P> ReadOnlySystemParam for StaticSystemParam<'w, 's, P>where
P: ReadOnlySystemParam + 'static,
Auto Trait Implementations§
impl<'w, 's, P> Freeze for StaticSystemParam<'w, 's, P>
impl<'w, 's, P> RefUnwindSafe for StaticSystemParam<'w, 's, P>
impl<'w, 's, P> Send for StaticSystemParam<'w, 's, P>
impl<'w, 's, P> Sync for StaticSystemParam<'w, 's, P>
impl<'w, 's, P> Unpin for StaticSystemParam<'w, 's, P>
impl<'w, 's, P> UnwindSafe for StaticSystemParam<'w, 's, P>
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