bevy_react_core 0.8.0

The core bridge of bevy-react (drive bevy_ui from React over an embedded V8 runtime). Apps depend on the `bevy-react` crate.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
//! Keeps the members of clean cached layers out of the stock UI queue.
//!
//! Bevy's UI extraction is retained: a node's render data stays in the stock
//! stores until the node changes, and each stock `queue_*` system walks its
//! whole store every frame, adding one `TransparentUi` item per drawable. For
//! the members of a layer served from cache those items exist only to be
//! taken out again and dropped by `redistribute_ui_layers` — about 3% of a
//! frame's CPU on a screen of 500 static layers.
//!
//! Every stock store keeps `node → (camera render entity, items)`, and every
//! stock queue loop skips an entry whose camera resolves to no UI phase. So
//! [`park_cached_layer_members`] (before `RenderSystems::Queue`) writes
//! [`PARKED`] into that camera slot for the members of layers that do not
//! capture this frame, and puts the saved camera back the frame the layer
//! does. A node's data is never touched: bevy removes and re-creates entries
//! exactly as before, whatever the camera slot says.
//!
//! What keeps a parked entry from missing a capture (it would freeze a blank
//! layer into the cache):
//!
//! 1. Only [`route`] writes [`PARKED`], and only for a node that is, in this
//!    frame's [`ExtractedUiLayers`], a member of a layer whose
//!    `needs_capture` is false — the flag the capture pass itself reads.
//! 2. What an entry should be is a pure function of the membership map and
//!    the per-layer `needs_capture` flags. Whenever either differs from what
//!    the last pass saw ([`ExtractedUiLayers::membership_epoch`], the flags
//!    compared one by one), every entry of every covered store is routed
//!    again, before anything is queued.
//! 3. Between two such passes bevy can only make an entry *un*parked (a
//!    re-extracted entry gets its real camera); those are parked again from
//!    `ExtractedUiNodes::changed`. Missing one is harmless: the item is
//!    queued, stolen and dropped as before.
//! 4. A parked entry always has its camera saved: the row is written with
//!    the sentinel and dropped only by a full pass, after that pass restored
//!    the entry.
//!
//! Debug builds check (1) and (4) over every covered store after each pass.
//!
//! Not covered: gradients (bevy's store is private) and `UiMaterial` nodes
//! (one store per app material type). Their items are still queued, stolen
//! and dropped — routing is per item, so a layer may be parked in part.
//!
//! Re-verify on Bevy upgrades: each stock `queue_*` loop resolves its phase
//! from the entry's camera entity and `continue`s without one; the stores
//! keep `(camera, items)` per main entity in `pub` fields;
//! `ExtractedUiNodes::changed` lists every entry re-created this frame;
//! `gradient` is still private (cover it once it is not).

use bevy::ecs::entity::Entity;
use bevy::ecs::resource::Resource;
use bevy::ecs::system::{Res, ResMut};
use bevy::platform::collections::HashMap;
use bevy::render::sync_world::{MainEntity, MainEntityHashMap};
use bevy::ui_render::ExtractedUiNodes;
use bevy::ui_render::box_shadow::ExtractedBoxShadows;
use bevy::ui_render::ui_texture_slice_pipeline::ExtractedUiTextureSlices;

use super::ExtractedUiLayers;

/// Camera slot of a parked entry. No entity has this id, and it is the value
/// the stock queue loops start from, so a parked entry resolves no phase.
const PARKED: Entity = Entity::PLACEHOLDER;

/// One stock retained store: node main entity → (camera render entity, items).
type Store<T> = MainEntityHashMap<(Entity, T)>;

/// Which entries are parked, and what the last full pass was derived from.
#[derive(Resource, Default)]
pub struct ParkedUiNodes {
    /// Parked node → the camera render entity stock extraction gave it.
    cameras: MainEntityHashMap<Entity>,
    /// [`ExtractedUiLayers::membership_epoch`] at the last full pass.
    epoch: u64,
    /// Per layer index at the last full pass: `!needs_capture`.
    clean: Vec<bool>,
}

/// Parks the stock render data of clean cached layers' members and restores
/// it for layers that capture this frame (see the module docs). Must run
/// before every stock `queue_*` system.
pub fn park_cached_layer_members(
    extracted: Res<ExtractedUiLayers>,
    mut parked: ResMut<ParkedUiNodes>,
    mut nodes: ResMut<ExtractedUiNodes>,
    mut shadows: ResMut<ExtractedBoxShadows>,
    mut slices: ResMut<ExtractedUiTextureSlices>,
) {
    park(
        &mut parked,
        extracted.membership_epoch,
        &extracted.membership,
        extracted.layers.iter().map(|layer| !layer.needs_capture),
        &mut nodes,
        &mut shadows.box_shadows,
        &mut slices.slices,
    );
}

fn park<S, T>(
    state: &mut ParkedUiNodes,
    epoch: u64,
    membership: &HashMap<MainEntity, usize>,
    clean: impl Iterator<Item = bool> + Clone,
    nodes: &mut ExtractedUiNodes,
    shadows: &mut Store<S>,
    slices: &mut Store<T>,
) {
    let ParkedUiNodes {
        cameras,
        epoch: seen_epoch,
        clean: seen_clean,
    } = state;
    // The debug check below reads this frame's flags itself, not what the
    // pass decided from them.
    #[cfg(debug_assertions)]
    let fresh: Vec<bool> = clean.clone().collect();
    let full = *seen_epoch != epoch || !seen_clean.iter().copied().eq(clean.clone());
    if full {
        *seen_epoch = epoch;
        seen_clean.clear();
        seen_clean.extend(clean);
    }
    // No clean layer (or no layer at all) and nothing parked.
    if cameras.is_empty() && !seen_clean.contains(&true) {
        return;
    }
    let want = |main: &MainEntity| {
        membership
            .get(main)
            .is_some_and(|&idx| seen_clean.get(idx) == Some(&true))
    };
    let ExtractedUiNodes { uinodes, changed } = nodes;
    if full {
        // Membership or a layer's clean/capturing state moved: route every
        // entry, then forget the nodes that are no longer parked.
        route_all(uinodes, &want, cameras);
        route_all(shadows, &want, cameras);
        route_all(slices, &want, cameras);
        cameras.retain(|main, _| want(main));
    } else {
        // Same routing as the last pass: only entries bevy re-created can be
        // off, and those come back unparked.
        for main in changed.iter().filter(|main| want(main)) {
            if let Some(entry) = uinodes.get_mut(main) {
                route(*main, entry, true, cameras);
            }
            if let Some(entry) = shadows.get_mut(main) {
                route(*main, entry, true, cameras);
            }
            if let Some(entry) = slices.get_mut(main) {
                route(*main, entry, true, cameras);
            }
        }
    }
    #[cfg(debug_assertions)]
    {
        let clean_member = |main: &MainEntity| {
            membership
                .get(main)
                .is_some_and(|&idx| fresh.get(idx) == Some(&true))
        };
        let stray = |main: &MainEntity, camera: Entity| {
            camera == PARKED && !(clean_member(main) && cameras.contains_key(main))
        };
        debug_assert!(
            !uinodes.iter().any(|(main, entry)| stray(main, entry.0))
                && !shadows.iter().any(|(main, entry)| stray(main, entry.0))
                && !slices.iter().any(|(main, entry)| stray(main, entry.0)),
            "a UI entry is parked outside a clean cached layer, or without its camera"
        );
    }
}

fn route_all<T>(
    store: &mut Store<T>,
    want: &impl Fn(&MainEntity) -> bool,
    cameras: &mut MainEntityHashMap<Entity>,
) {
    for (main, entry) in store.iter_mut() {
        route(*main, entry, want(main), cameras);
    }
}

/// Brings one entry's camera slot in line with `park`.
fn route<T>(
    main: MainEntity,
    entry: &mut (Entity, T),
    park: bool,
    cameras: &mut MainEntityHashMap<Entity>,
) {
    match (park, entry.0 == PARKED) {
        (true, false) => {
            cameras.insert(main, entry.0);
            entry.0 = PARKED;
        }
        (false, true) => match cameras.get(&main) {
            Some(&camera) => entry.0 = camera,
            None => debug_assert!(false, "parked UI entry without a saved camera"),
        },
        _ => {}
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    fn node(i: u32) -> MainEntity {
        MainEntity::from(Entity::from_raw_u32(i).unwrap())
    }

    fn camera(i: u32) -> Entity {
        Entity::from_raw_u32(1000 + i).unwrap()
    }

    /// The covered stores plus what `park` is derived from. Entries carry no
    /// items: parking never looks at them.
    #[derive(Default)]
    struct World {
        state: ParkedUiNodes,
        nodes: ExtractedUiNodes,
        shadows: Store<()>,
        slices: Store<()>,
        membership: HashMap<MainEntity, usize>,
        epoch: u64,
        clean: Vec<bool>,
    }

    impl World {
        /// Nodes 1, 2 in layer 0 and node 3 in layer 1, node 4 plain UI, all
        /// extracted on camera 0.
        fn two_layers(clean: [bool; 2]) -> Self {
            let mut world = World {
                membership: [(node(1), 0), (node(2), 0), (node(3), 1)].into(),
                clean: clean.into(),
                ..Default::default()
            };
            for i in 1..=4 {
                world.extract(i, camera(0));
            }
            world
        }

        /// What stock extraction does to a changed node: a fresh entry with
        /// its real camera, listed in `changed`.
        fn extract(&mut self, i: u32, camera: Entity) {
            self.nodes
                .uinodes
                .insert(node(i), (camera, Default::default()));
            self.nodes.changed.insert(node(i));
        }

        /// One frame: `park`, then the next extraction's `changed.clear()`.
        fn run(&mut self) {
            park(
                &mut self.state,
                self.epoch,
                &self.membership,
                self.clean.iter().copied(),
                &mut self.nodes,
                &mut self.shadows,
                &mut self.slices,
            );
            self.nodes.changed.clear();
        }

        fn camera_of(&self, i: u32) -> Entity {
            self.nodes.uinodes[&node(i)].0
        }
    }

    #[test]
    fn parks_only_members_of_clean_layers() {
        let mut world = World::two_layers([true, false]);
        world.run();
        assert_eq!(world.camera_of(1), PARKED);
        assert_eq!(world.camera_of(2), PARKED);
        // A capturing layer's member and a plain node keep their camera.
        assert_eq!(world.camera_of(3), camera(0));
        assert_eq!(world.camera_of(4), camera(0));
    }

    /// The frame a layer captures, every member is back on the exact camera
    /// it was extracted with — without bevy re-extracting anything.
    #[test]
    fn a_capturing_layer_gets_its_members_back() {
        let mut world = World::two_layers([true, true]);
        world.extract(2, camera(7));
        world.run();
        assert_eq!(world.camera_of(1), PARKED);
        assert_eq!(world.camera_of(3), PARKED);

        world.clean = vec![false, true];
        world.run();
        assert_eq!(world.camera_of(1), camera(0));
        assert_eq!(world.camera_of(2), camera(7));
        assert_eq!(world.camera_of(3), PARKED);

        world.clean = vec![false, false];
        world.run();
        assert_eq!(world.camera_of(3), camera(0));
        assert!(world.state.cameras.is_empty());
    }

    /// A node that leaves its layer (membership moved, nothing re-extracted)
    /// is unparked; so is everything when the last layer goes.
    #[test]
    fn a_node_leaving_its_layer_is_unparked() {
        let mut world = World::two_layers([true, true]);
        world.run();

        world.membership.remove(&node(2));
        world.epoch += 1;
        world.run();
        assert_eq!(world.camera_of(1), PARKED);
        assert_eq!(world.camera_of(2), camera(0));

        // No layers at all: `extract_ui_layers` clears both.
        world.membership.clear();
        world.clean.clear();
        world.epoch += 1;
        world.run();
        for i in 1..=4 {
            assert_eq!(world.camera_of(i), camera(0));
        }
        assert!(world.state.cameras.is_empty());
    }

    /// Layer indices re-mapped under the same per-index flags (a re-ordered
    /// extraction): the epoch alone re-routes.
    #[test]
    fn a_membership_epoch_reroutes_under_equal_flags() {
        let mut world = World::two_layers([true, false]);
        world.run();
        assert_eq!(world.camera_of(1), PARKED);

        world.membership = [(node(1), 1), (node(2), 1), (node(3), 0)].into();
        world.epoch += 1;
        world.run();
        assert_eq!(world.camera_of(1), camera(0));
        assert_eq!(world.camera_of(2), camera(0));
        assert_eq!(world.camera_of(3), PARKED);
    }

    /// Bevy re-creates a changed member's entry with its real camera; on a
    /// frame with the same routing it is parked again, the new camera saved.
    #[test]
    fn a_reextracted_member_is_parked_again() {
        let mut world = World::two_layers([true, false]);
        world.run();

        world.extract(1, camera(5));
        world.run();
        assert_eq!(world.camera_of(1), PARKED);

        world.clean = vec![false, false];
        world.run();
        assert_eq!(world.camera_of(1), camera(5));
    }

    /// An entry bevy removed (hidden, despawned) leaves nothing behind.
    #[test]
    fn a_removed_entry_leaves_no_row() {
        let mut world = World::two_layers([true, false]);
        world.run();

        world.nodes.uinodes.remove(&node(1));
        world.nodes.changed.insert(node(1));
        world.run();
        world.clean = vec![false, false];
        world.run();
        assert!(world.state.cameras.is_empty());
        assert_eq!(world.camera_of(2), camera(0));
    }

    #[test]
    fn nothing_is_touched_while_every_layer_captures() {
        let mut world = World::two_layers([false, false]);
        world.run();
        for i in 1..=4 {
            assert_eq!(world.camera_of(i), camera(0));
        }
        assert!(world.state.cameras.is_empty());
    }

    /// Box shadows and texture slices live in their own stores under the
    /// same node; a node may have only one of them.
    #[test]
    fn shadow_and_slice_entries_follow_their_node() {
        let mut world = World::two_layers([true, false]);
        world.shadows.insert(node(1), (camera(0), ()));
        world.shadows.insert(node(3), (camera(0), ()));
        // Node 9: a member with a slice entry and no `uinodes` entry.
        world.membership.insert(node(9), 0);
        world.epoch += 1;
        world.slices.insert(node(9), (camera(2), ()));
        world.run();
        assert_eq!(world.shadows[&node(1)].0, PARKED);
        assert_eq!(world.shadows[&node(3)].0, camera(0));
        assert_eq!(world.slices[&node(9)].0, PARKED);

        world.clean = vec![false, false];
        world.run();
        assert_eq!(world.shadows[&node(1)].0, camera(0));
        assert_eq!(world.slices[&node(9)].0, camera(2));
    }

    /// Random frames of everything that can move — layers flipping between
    /// clean and capturing, membership edits, bevy re-creating or removing
    /// entries — against a model of the camera each entry was extracted
    /// with. After every frame an entry is parked exactly when its node is
    /// in a clean layer, its camera saved; any other entry holds its own.
    #[test]
    fn random_frames_keep_the_routing_invariants() {
        const NODES: u32 = 24;
        const LAYERS: usize = 4;
        // xorshift: deterministic, no dependency.
        let mut seed = 0x9E37_79B9_7F4A_7C15_u64;
        let mut rand = move |below: u32| {
            seed ^= seed << 13;
            seed ^= seed >> 7;
            seed ^= seed << 17;
            (seed % below as u64) as u32
        };
        let mut world = World {
            clean: vec![false; LAYERS],
            ..Default::default()
        };
        let mut model: HashMap<MainEntity, Entity> = HashMap::default();
        // Entries seen parked / queued: the walk must exercise both.
        let mut seen = [0usize; 2];

        for _ in 0..2000 {
            for _ in 0..rand(4) {
                let i = rand(NODES);
                match rand(6) {
                    // A layer starts or stops capturing.
                    0 | 1 => {
                        let layer = rand(LAYERS as u32) as usize;
                        world.clean[layer] = !world.clean[layer];
                    }
                    // A node joins a layer, moves to another, or leaves.
                    2 => {
                        match rand(LAYERS as u32 + 1) as usize {
                            LAYERS => world.membership.remove(&node(i)),
                            layer => world.membership.insert(node(i), layer),
                        };
                        world.epoch += 1;
                    }
                    // Bevy removes the node's data.
                    3 => {
                        world.nodes.uinodes.remove(&node(i));
                        world.nodes.changed.insert(node(i));
                        model.remove(&node(i));
                    }
                    // Bevy (re-)extracts the node, maybe on another camera.
                    _ => {
                        let camera = camera(rand(3));
                        world.extract(i, camera);
                        model.insert(node(i), camera);
                    }
                }
            }
            world.run();

            for (main, (slot, _)) in world.nodes.uinodes.iter() {
                let in_clean_layer = world
                    .membership
                    .get(main)
                    .is_some_and(|&layer| world.clean[layer]);
                assert_eq!(*slot == PARKED, in_clean_layer, "{main:?} misrouted");
                seen[in_clean_layer as usize] += 1;
                let camera = if in_clean_layer {
                    world.state.cameras[main]
                } else {
                    *slot
                };
                assert_eq!(camera, model[main], "{main:?} lost its camera");
            }
        }
        assert!(seen[0] > 1000 && seen[1] > 1000, "vacuous walk: {seen:?}");
    }
}