awsm_renderer/load_phase.rs
1//! Coarse load-time progress phases a scene/asset loader reports so a host can
2//! show "what's happening now" while a bundle or model materializes.
3//!
4//! Player-agnostic: the loader (`populate_awsm_scene`, and in time the glTF
5//! loader) emits these through a caller-supplied callback; the editor maps them
6//! to its activity pill, a headless player can log them. Driving it by callback
7//! (rather than a render-loop-polled field) means the host sees live updates
8//! even while a loader holds the renderer lock across its awaits — the awaits
9//! yield to the event loop, so a reactive UI signal the callback updates still
10//! renders.
11
12use crate::pipeline_scheduler::CompileProgress;
13
14/// One stage of a scene/asset load, in the order a phased loader runs them.
15#[derive(Clone, Debug)]
16pub enum LoadPhase {
17 /// Lowering authored materials to renderer materials + inserting them.
18 BuildingMaterials { done: usize, total: usize },
19 /// Committing all staged texture images to the GPU (one batched upload).
20 UploadingTextures,
21 /// Uploading mesh geometry (+ skins) referencing the already-built materials.
22 UploadingMeshes { done: usize, total: usize },
23 /// Driving pipeline compilation to completion (wraps the renderer's
24 /// [`CompileProgress`] snapshot).
25 CompilingPipelines(CompileProgress),
26}
27
28impl LoadPhase {
29 /// A short human label for an activity indicator / log line.
30 pub fn label(&self) -> String {
31 match self {
32 LoadPhase::BuildingMaterials { done, total } => {
33 format!("Building materials {done}/{total}…")
34 }
35 LoadPhase::UploadingTextures => "Uploading textures…".to_string(),
36 LoadPhase::UploadingMeshes { done, total } => {
37 format!("Uploading meshes {done}/{total}…")
38 }
39 LoadPhase::CompilingPipelines(p) => {
40 let n = p.materials_pending + p.in_flight_subcompiles as usize;
41 format!("Compiling pipelines ({n})…")
42 }
43 }
44 }
45}