bevy_render 0.20.0-rc.1

Provides rendering functionality for Bevy Engine
Documentation
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
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
//! [`ShaderBuffer`], an asset that encapsulates arbitrary data that will be
//! extracted and uploaded to the GPU for use in shaders.

use alloc::borrow::Cow;

use crate::{
    render_asset::{AssetExtractionError, PrepareAssetError, RenderAsset, RenderAssetPlugin},
    render_resource::{Buffer, BufferUsages},
    renderer::{RenderDevice, RenderQueue},
    Render, RenderApp, RenderSystems,
};
use bevy_app::{App, Plugin};
use bevy_asset::{Asset, AssetApp, AssetId, RenderAssetUsages};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
    resource::Resource,
    schedule::IntoScheduleConfigs as _,
    system::{
        lifetimeless::{SRes, SResMut},
        ResMut, SystemParamItem,
    },
};
use bevy_platform::collections::{AlignedVec, HashSet};
use bevy_reflect::{prelude::ReflectDefault, Reflect};
use bevy_utils::default;
use wgpu_types::BufferDescriptor;

/// Adds a [`ShaderBuffer`] as an asset that is extracted and uploaded to the
/// GPU.
#[derive(Default)]
pub struct StoragePlugin;

impl Plugin for StoragePlugin {
    fn build(&self, app: &mut App) {
        app.add_plugins(RenderAssetPlugin::<GpuShaderBuffer>::default())
            .init_asset::<ShaderBuffer>()
            .register_asset_reflect::<ShaderBuffer>();

        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };
        render_app
            .init_resource::<RenderChangedShaderBuffers>()
            .add_systems(
                Render,
                clear_changed_shader_buffers.in_set(RenderSystems::Cleanup),
            );
    }
}

/// A storage buffer that is prepared as a [`RenderAsset`] and uploaded to the GPU.
///
/// This buffer primarily exists in order to be embedded into a material that
/// implements the [`bevy_render_macros::AsBindGroup`] trait. Compared to
/// embedding a raw [`Buffer`], [`ShaderBuffer`] has the advantage that the
/// buffer can be resized without regenerating the materials that embed it.
#[derive(Asset, Reflect, Debug, Clone)]
#[reflect(opaque)]
#[reflect(Default, Debug, Clone)]
pub struct ShaderBuffer {
    /// Optional data used to initialize the buffer, as well as the buffer's size.
    pub data: ShaderBufferData,
    /// A label that can be used to identify this buffer in a debugger.
    pub label: Cow<'static, str>,
    /// How this buffer can legally be used.
    pub buffer_usage: BufferUsages,
    /// The asset usage of the storage buffer.
    pub asset_usage: RenderAssetUsages,
    /// Whether this buffer should be copied on the GPU when resized.
    /// The buffer should have `BufferUsages::COPY_SRC | BufferUsages::COPY_DST` usages to be copyable.
    ///
    /// This has no effect if data is [`ShaderBufferData::Initialized`], where GPU buffer is always populated
    /// using CPU data when GPU buffer is resized.
    pub copy_on_resize: bool,
}

/// Optional data used to initialize a [`ShaderBuffer`].
///
/// This also includes the buffer's size in bytes.
/// The buffer size must be a multiple of 4 as required by wgpu.
/// Zero size is allowed but can't be used as binding resource.
#[derive(Reflect, Debug, Clone)]
#[reflect(Default, Debug, Clone)]
#[reflect(opaque)]
pub enum ShaderBufferData {
    /// The buffer will be uninitialized when created and has the given size in
    /// bytes.
    Uninitialized(wgpu_types::BufferAddress),
    /// The buffer will be initialized with the given data.
    ///
    /// The size of the buffer is equal to `buffer_size`, not the size of `data`.
    Initialized {
        data: AlignedVec,
        buffer_size: wgpu_types::BufferAddress,
    },
}

impl Default for ShaderBuffer {
    fn default() -> Self {
        Self {
            data: ShaderBufferData::Uninitialized(0),
            label: Cow::Borrowed("shader buffer"),
            buffer_usage: BufferUsages::STORAGE | BufferUsages::COPY_SRC | BufferUsages::COPY_DST,
            asset_usage: RenderAssetUsages::default(),
            copy_on_resize: false,
        }
    }
}

impl Default for ShaderBufferData {
    fn default() -> Self {
        ShaderBufferData::Uninitialized(0)
    }
}

impl ShaderBuffer {
    /// Creates a new initialized storage buffer with the given data and asset usage, with alignment `align_of::<T>()`.
    pub fn new<T: bytemuck::NoUninit>(data: Vec<T>, asset_usage: RenderAssetUsages) -> Self {
        let data = AlignedVec::from(data);
        let buffer_size = data.len() as u64;
        ShaderBuffer {
            data: ShaderBufferData::Initialized { data, buffer_size },
            asset_usage,
            ..default()
        }
    }

    /// Creates a new uninitialized storage buffer with the given size and asset usage.
    pub fn with_size(size: u64, asset_usage: RenderAssetUsages) -> Self {
        ShaderBuffer {
            data: ShaderBufferData::Uninitialized(size),
            asset_usage,
            ..default()
        }
    }

    /// Clear [`Self::data`] if it is [`ShaderBufferData::Initialized`] with its capacity and buffer size reserved.
    pub fn clear(&mut self) {
        if let ShaderBufferData::Initialized { data, .. } = &mut self.data {
            data.clear();
        }
    }

    /// Extends the data with a slice of [`bytemuck::NoUninit`].
    /// If [`Self::data`] is uninitialized, it will be initialized with alignment `align_of::<T>()`
    ///
    /// [`ShaderBufferData::Initialized::buffer_size`] will be set to the data length.
    pub fn extend_from_slice<T>(&mut self, values: &[T])
    where
        T: bytemuck::NoUninit,
    {
        let data = core::mem::take(&mut self.data);
        let mut data = match data {
            ShaderBufferData::Uninitialized(_) => AlignedVec::new(align_of::<T>()),
            ShaderBufferData::Initialized { data, .. } => data,
        };
        data.extend_from_slice(bytemuck::cast_slice(values));
        let buffer_size = data.len() as u64;
        self.data = ShaderBufferData::Initialized { data, buffer_size };
    }

    /// Extends the data with an iterator of [`bytemuck::NoUninit`].
    /// If [`Self::data`] is uninitialized, it will be initialized with alignment `align_of::<T>()`.
    ///
    /// [`ShaderBufferData::Initialized::buffer_size`] will be set to the data length.
    pub fn extend<T>(&mut self, values: impl IntoIterator<Item = T>)
    where
        T: bytemuck::NoUninit,
    {
        let values = values.into_iter();
        let data = core::mem::take(&mut self.data);
        let mut data = match data {
            ShaderBufferData::Uninitialized(_) => AlignedVec::new(align_of::<T>()),
            ShaderBufferData::Initialized { data, .. } => data,
        };
        data.reserve(values.size_hint().0 * size_of::<T>());
        for value in values {
            data.extend_from_slice(bytemuck::bytes_of(&value));
        }
        let buffer_size = data.len() as u64;
        self.data = ShaderBufferData::Initialized { data, buffer_size };
    }

    /// Casts and returns a slice of `T` of [`ShaderBufferData::Initialized`],
    /// or returns `None` if it's [`ShaderBufferData::Uninitialized`]
    ///
    /// Panics:
    /// * If `T` has a greater alignment requirement and the `AlignedVec` isn't aligned.
    /// * If the size of `AlignedVec` is not a multiple of `size_of::<T>()`
    pub fn cast_slice<T: bytemuck::AnyBitPattern>(&self) -> Option<&[T]> {
        match &self.data {
            ShaderBufferData::Uninitialized(_) => None,
            ShaderBufferData::Initialized { data, .. } => Some(data.cast_slice()),
        }
    }

    /// Casts and returns a mutable slice of `T` of [`ShaderBufferData::Initialized`],
    /// or returns `None` if it's [`ShaderBufferData::Uninitialized`]
    ///
    /// Panics:
    /// * If `T` has a greater alignment requirement than the `AlignedVec`.
    /// * If the size of `AlignedVec` is not a multiple of `size_of::<T>()`
    pub fn cast_slice_mut<T: bytemuck::NoUninit + bytemuck::AnyBitPattern>(
        &mut self,
    ) -> Option<&mut [T]> {
        match &mut self.data {
            ShaderBufferData::Uninitialized(_) => None,
            ShaderBufferData::Initialized { data, .. } => Some(data.cast_slice_mut()),
        }
    }

    /// Resizes the CPU data and buffer to the new size.
    ///
    /// If CPU data is present, the GPU buffer will be re-populated using CPU data.
    /// Any remaining part that lacks CPU data is implicitly zero-initialized by wgpu.
    ///
    /// If CPU data is not present, the entire GPU buffer will be reallocated and implicitly zero-initialized by wgpu.
    /// If `copy_on_resize` is true, previous buffer will attempt to be copied to this buffer.
    ///
    /// CPU data is truncated or zero-extended, too.
    pub fn resize(&mut self, new_size: wgpu_types::BufferAddress) {
        match self.data {
            ShaderBufferData::Initialized {
                ref mut data,
                ref mut buffer_size,
            } => {
                data.resize(new_size as usize, 0);
                *buffer_size = new_size;
            }
            ShaderBufferData::Uninitialized(ref mut size) => {
                *size = new_size;
            }
        }
    }

    /// Resizes the GPU buffer to the new size.
    ///
    /// If CPU data is present, the GPU buffer will be re-populated using CPU data.
    /// Any remaining part that lacks CPU data is implicitly zero-initialized by wgpu.
    ///
    /// If CPU data is not present, the entire GPU buffer will be reallocated and implicitly zero-initialized by wgpu.
    /// If `copy_on_resize` is true, previous buffer will attempt to be copied to this buffer.
    ///
    /// CPU data is unchanged.
    pub fn resize_buffer(&mut self, new_size: wgpu_types::BufferAddress) {
        match self.data {
            ShaderBufferData::Initialized {
                ref mut buffer_size,
                ..
            } => {
                *buffer_size = new_size;
            }
            ShaderBufferData::Uninitialized(ref mut size) => {
                *size = new_size;
            }
        }
    }

    /// Returns the size of the buffer in bytes.
    pub fn buffer_size(&self) -> wgpu_types::BufferAddress {
        match self.data {
            ShaderBufferData::Initialized { buffer_size, .. } => buffer_size,
            ShaderBufferData::Uninitialized(len) => len,
        }
    }
}

impl<T: bytemuck::NoUninit> From<Vec<T>> for ShaderBuffer {
    /// Creates a new initialized storage buffer with the given data, with alignment `align_of::<T>()`.
    fn from(value: Vec<T>) -> Self {
        Self::new(value, Default::default())
    }
}

/// A render-world resource that stores the IDs of [`ShaderBuffer`]s that have
/// been updated to point at a different buffer.
///
/// The raw underlying buffer that a [`ShaderBuffer`] points to may change from
/// frame to frame. This will happen, for example, if the buffer represents a
/// CPU-managed vector that might grow. When this happens, the material bind
/// group allocator must invalidate any cached bind groups that referred to the
/// old buffer. This resource tracks those modified buffers to enable this
/// invalidation to happen.
///
/// Note that a [`ShaderBuffer`] will only be in this set if the *identity* of
/// the buffer that it wraps changed. If only the *contents* of the buffer
/// changed since last frame, then bind groups don't need to be updated, and the
/// shader buffer won't be present in this set.
#[derive(Resource, Default, Deref, DerefMut)]
pub struct RenderChangedShaderBuffers(pub HashSet<AssetId<ShaderBuffer>>);

/// A storage buffer that is prepared as a [`RenderAsset`] and uploaded to the GPU.
pub struct GpuShaderBuffer {
    /// The raw GPU buffer.
    pub buffer: Buffer,
    /// A debugging label to identify the buffer.
    pub label: Cow<'static, str>,
    /// The allowable render usages of the buffer.
    pub buffer_usage: BufferUsages,
    /// Whether the buffer contains data that must be preserved.
    pub had_data: bool,
}

impl RenderAsset for GpuShaderBuffer {
    type SourceAsset = ShaderBuffer;
    type Param = (
        SRes<RenderDevice>,
        SRes<RenderQueue>,
        SResMut<RenderChangedShaderBuffers>,
    );

    fn asset_usage(source_asset: &Self::SourceAsset) -> RenderAssetUsages {
        source_asset.asset_usage
    }

    fn take_gpu_data(
        source: &mut Self::SourceAsset,
        previous_gpu_asset: Option<&Self>,
    ) -> Result<Self::SourceAsset, AssetExtractionError> {
        let len = source.buffer_size();
        let data = core::mem::replace(&mut source.data, ShaderBufferData::Uninitialized(len));

        let valid_upload = matches!(data, ShaderBufferData::Initialized { .. })
            || previous_gpu_asset.is_none_or(|prev| !prev.had_data);

        valid_upload
            .then(|| Self::SourceAsset {
                data,
                ..source.clone()
            })
            .ok_or(AssetExtractionError::AlreadyExtracted)
    }

    fn prepare_asset(
        source_asset: Self::SourceAsset,
        asset_id: AssetId<Self::SourceAsset>,
        &mut (
            ref render_device,
            ref render_queue,
            ref mut changed_shader_buffers,
        ): &mut SystemParamItem<Self::Param>,
        previous_asset: Option<&Self>,
    ) -> Result<Self, PrepareAssetError<Self::SourceAsset>> {
        let had_data = matches!(source_asset.data, ShaderBufferData::Initialized { .. });

        let buffer = if let Some(prev) = previous_asset
            && prev.buffer.size() == source_asset.buffer_size()
            && prev.buffer.usage() == source_asset.buffer_usage
            && *prev.label == *source_asset.label
            && (!had_data || source_asset.buffer_usage.contains(BufferUsages::COPY_DST))
        {
            if let ShaderBufferData::Initialized { ref data, .. } = source_asset.data {
                render_queue.write_buffer(
                    &prev.buffer,
                    0,
                    &data[..((source_asset.buffer_size() as usize).min(data.len()))],
                );
            }
            prev.buffer.clone()
        } else if let ShaderBufferData::Initialized { data, buffer_size } = source_asset.data {
            changed_shader_buffers.insert(asset_id);
            let desc = BufferDescriptor {
                label: Some(&*source_asset.label),
                usage: source_asset.buffer_usage,
                size: buffer_size,
                mapped_at_creation: buffer_size != 0,
            };

            let buffer = render_device.create_buffer(&desc);

            // Skip mapping if the buffer is zero sized
            if buffer_size != 0 {
                // Upload at most `buffer_size` bytes. If the data is shorter, the
                // remaining bytes stay zero-initialized; if it's longer, the tail
                // is truncated.
                let upload_len = (buffer_size as usize).min(data.len());
                buffer
                    .get_mapped_range_mut(..upload_len as u64)
                    .unwrap()
                    .copy_from_slice(&data[..upload_len]);
                buffer.unmap();
            }
            buffer
        } else {
            changed_shader_buffers.insert(asset_id);
            let new_buffer = render_device.create_buffer(&BufferDescriptor {
                label: Some(&*source_asset.label),
                size: source_asset.buffer_size(),
                usage: source_asset.buffer_usage,
                mapped_at_creation: false,
            });
            if source_asset.copy_on_resize
                && let Some(previous) = previous_asset
                && previous.buffer.usage().contains(BufferUsages::COPY_SRC)
                && source_asset.buffer_usage.contains(BufferUsages::COPY_DST)
            {
                let copy_size = source_asset.buffer_size().min(previous.buffer.size());
                let mut encoder =
                    render_device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
                        label: Some("copy_buffer_on_resize"),
                    });
                encoder.copy_buffer_to_buffer(&previous.buffer, 0, &new_buffer, 0, copy_size);
                render_queue.submit([encoder.finish()]);
            }
            new_buffer
        };

        Ok(GpuShaderBuffer {
            buffer,
            label: source_asset.label,
            buffer_usage: source_asset.buffer_usage,
            had_data,
        })
    }
}

/// A render-world system that clears out the [`RenderChangedShaderBuffers`]
/// resource in preparation for a new frame.
fn clear_changed_shader_buffers(mut changed_shader_buffers: ResMut<RenderChangedShaderBuffers>) {
    changed_shader_buffers.clear();
}

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

    use bevy_ecs::{
        system::{lifetimeless::SRes, SystemState},
        world::World,
    };

    use bevy_asset::Assets;

    use crate::test_utils::create_dummy_device;

    /// Runs the extraction step of the [`RenderAsset`] pipeline on `source` and
    /// returns the extracted asset.
    fn extract(
        source: &mut ShaderBuffer,
        previous_gpu_asset: Option<&GpuShaderBuffer>,
    ) -> ShaderBuffer {
        GpuShaderBuffer::take_gpu_data(source, previous_gpu_asset)
            .expect("shader buffer should be extractable")
    }

    /// Creates a GPU buffer from an extracted [`ShaderBuffer`] using the given
    /// noop wgpu device (no real GPU required), optionally reusing
    /// `previous_asset`. The same device must be used across prepares when GPU
    /// buffers from a previous prepare are passed in.
    ///
    /// Returns the prepared GPU buffer along with the
    /// [`RenderChangedShaderBuffers`] resource, so tests can verify which asset
    /// ids were recorded as needing their bind groups invalidated.
    fn prepare(
        asset_id: AssetId<ShaderBuffer>,
        extracted: ShaderBuffer,
        previous_asset: Option<&GpuShaderBuffer>,
        device: &RenderDevice,
        queue: &RenderQueue,
    ) -> (GpuShaderBuffer, RenderChangedShaderBuffers) {
        let mut world = World::new();
        world.insert_resource(device.clone());
        world.insert_resource(queue.clone());
        world.insert_resource(RenderChangedShaderBuffers::default());
        let mut system_state = SystemState::<(
            SRes<RenderDevice>,
            SRes<RenderQueue>,
            SResMut<RenderChangedShaderBuffers>,
        )>::new(&mut world);
        let gpu_buffer = {
            let mut params = system_state.get_mut(&mut world).expect(
                "RenderDevice, RenderQueue and RenderChangedShaderBuffers resources should be present",
            );
            GpuShaderBuffer::prepare_asset(extracted, asset_id, &mut params, previous_asset)
                .expect("shader buffer should be prepared successfully")
        };
        let changed_buffer = world
            .remove_resource::<RenderChangedShaderBuffers>()
            .expect("RenderChangedShaderBuffers resource should be present");
        (gpu_buffer, changed_buffer)
    }

    /// Runs the full extract + prepare pipeline on a device shared with the
    /// given `previous_asset`.
    fn extract_and_prepare(
        source: &mut ShaderBuffer,
        previous_asset: Option<&GpuShaderBuffer>,
        device: &RenderDevice,
        queue: &RenderQueue,
    ) -> GpuShaderBuffer {
        let extracted = extract(source, previous_asset);
        let mut assets = Assets::<ShaderBuffer>::default();
        let asset_id = assets.add(extracted.clone()).id();
        prepare(asset_id, extracted, previous_asset, device, queue).0
    }

    /// Runs the full pipeline on a fresh dummy device, for tests that don't
    /// chain multiple prepares together.
    fn extract_and_prepare_on_new_device(
        source: &mut ShaderBuffer,
        previous_asset: Option<&GpuShaderBuffer>,
    ) -> GpuShaderBuffer {
        let (device, queue) = create_dummy_device();
        extract_and_prepare(source, previous_asset, &device, &queue)
    }

    /// Extracts a buffer with data and uploads it to the GPU, verifying that a
    /// buffer of `buffer_size()` bytes is created and that extraction leaves the
    /// source asset uninitialized with its size preserved.
    #[test]
    fn extract_and_create_gpu_buffer_from_data() {
        let mut source = ShaderBuffer::new(
            vec![1u32, 2, 3],
            RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
        );
        let size = 3 * size_of::<u32>() as u64;

        // The buffer size defaults to the data length (3 * 4 = 12 bytes).
        assert_eq!(source.buffer_size(), size);
        assert_eq!(source.cast_slice::<u32>(), Some(&[1, 2, 3][..]));

        let gpu = extract_and_prepare_on_new_device(&mut source, None);

        // Extraction moved the CPU data out of the source asset, leaving it
        // uninitialized but keeping its buffer size.
        assert!(matches!(source.data, ShaderBufferData::Uninitialized(s) if s == size));

        // The GPU buffer has the buffer size and all extracted data uploaded.
        assert_eq!(gpu.buffer.size(), size);
        assert!(gpu.had_data);
        assert_eq!(gpu.label, source.label);
        assert_eq!(gpu.buffer_usage, source.buffer_usage);
    }

    /// Verifies that an explicitly larger buffer size is respected: the GPU
    /// buffer is created with `buffer_size` bytes, even though the CPU data is
    /// shorter.
    #[test]
    fn create_gpu_buffer_with_buffer_size_larger_than_data() {
        let mut source = ShaderBuffer::new(vec![1u32], RenderAssetUsages::default());
        // Grow the GPU buffer without touching the CPU data.
        source.resize_buffer(64);
        assert_eq!(source.buffer_size(), 64);
        assert_eq!(source.cast_slice::<u32>(), Some(&[1][..]));

        let gpu = extract_and_prepare_on_new_device(&mut source, None);

        assert_eq!(gpu.buffer.size(), 64);
        assert!(gpu.had_data);
    }

    /// Verifies that an explicitly smaller buffer size is respected: the GPU
    /// buffer is created with `buffer_size` bytes and only the first
    /// `buffer_size` bytes of the CPU data are uploaded.
    #[test]
    fn create_gpu_buffer_with_buffer_size_smaller_than_data() {
        let mut source = ShaderBuffer::new(vec![1u32, 2, 3, 4], RenderAssetUsages::default());
        source.resize_buffer(8);
        assert_eq!(source.buffer_size(), 8);

        let gpu = extract_and_prepare_on_new_device(&mut source, None);

        assert_eq!(gpu.buffer.size(), 8);
        assert!(gpu.had_data);
    }

    /// Verifies that zero-sized buffers are created without attempting to map
    /// them, both for initialized and uninitialized sources.
    #[test]
    fn create_zero_sized_gpu_buffer() {
        // An initialized buffer whose data is empty.
        let mut source = ShaderBuffer::new(Vec::<u32>::new(), RenderAssetUsages::default());
        assert_eq!(source.buffer_size(), 0);

        let gpu = extract_and_prepare_on_new_device(&mut source, None);
        assert_eq!(gpu.buffer.size(), 0);
        assert!(gpu.had_data);

        // An uninitialized buffer with size zero.
        let mut source = ShaderBuffer::with_size(0, RenderAssetUsages::default());
        let gpu = extract_and_prepare_on_new_device(&mut source, None);
        assert_eq!(gpu.buffer.size(), 0);
        assert!(!gpu.had_data);
    }

    /// Verifies that an uninitialized buffer creates an uninitialized GPU buffer
    /// of the requested size and is reported as having no data.
    #[test]
    fn create_uninitialized_gpu_buffer() {
        let mut source = ShaderBuffer::with_size(1024, RenderAssetUsages::default());
        assert_eq!(source.buffer_size(), 1024);

        let gpu = extract_and_prepare_on_new_device(&mut source, None);

        assert_eq!(gpu.buffer.size(), 1024);
        assert!(!gpu.had_data);
    }

    /// Verifies the extraction guards: a buffer whose CPU data has already been
    /// moved to the render world can still be extracted if there is no previous
    /// GPU asset carrying data, but is rejected once a previous GPU asset
    /// contained data.
    #[test]
    fn extraction_rejects_buffer_whose_data_would_be_lost() {
        let mut source = ShaderBuffer::new(vec![1u32], RenderAssetUsages::default());
        assert!(GpuShaderBuffer::take_gpu_data(&mut source, None).is_ok());
        assert!(matches!(source.data, ShaderBufferData::Uninitialized(4)));

        // The source no longer holds data, but with no previous GPU asset the
        // GPU buffer can simply be created uninitialized.
        assert!(GpuShaderBuffer::take_gpu_data(&mut source, None).is_ok());

        // An uninitialized buffer is rejected when the previous GPU asset had
        // data, since re-preparing it would silently drop that data.
        let mut source = ShaderBuffer::with_size(4, RenderAssetUsages::default());
        let previous = GpuShaderBuffer {
            buffer: create_dummy_device().0.create_buffer(&BufferDescriptor {
                label: Some("previous"),
                size: 4,
                usage: BufferUsages::STORAGE,
                mapped_at_creation: false,
            }),
            label: Cow::Borrowed("shader buffer"),
            buffer_usage: BufferUsages::STORAGE,
            had_data: true,
        };
        assert!(matches!(
            GpuShaderBuffer::take_gpu_data(&mut source, Some(&previous)),
            Err(AssetExtractionError::AlreadyExtracted)
        ));
    }

    /// Verifies that an unchanged buffer reuses the existing GPU buffer instead
    /// of allocating a new one, and that changing the buffer size or losing the
    /// data invalidates the reuse.
    ///
    /// Also verifies that [`RenderChangedShaderBuffers`] only records
    /// [`ShaderBuffer`]s whose GPU buffer identity changed: creating or
    /// reallocating the buffer records the asset id, while reusing the existing
    /// buffer does not.
    #[test]
    fn reuses_gpu_buffer_when_unchanged() {
        let (device, queue) = create_dummy_device();

        let mut assets = Assets::<ShaderBuffer>::default();
        let handle = assets.add(ShaderBuffer::new(
            vec![1u32, 2, 3],
            RenderAssetUsages::default(),
        ));
        let asset_id = handle.id();

        // Creating the buffer records it as changed.
        let extracted = extract(&mut assets.get_mut(asset_id).unwrap(), None);
        let (first, changed) = prepare(asset_id, extracted, None, &device, &queue);
        assert!(changed.contains(&asset_id));

        // Same size/usage/label: the existing buffer is reused and its contents
        // are updated in place, so nothing is recorded as changed.
        assets.get_mut(asset_id).unwrap().extend([4u32, 5, 6]);
        let extracted = extract(&mut assets.get_mut(asset_id).unwrap(), Some(&first));
        let (second, changed) = prepare(asset_id, extracted, Some(&first), &device, &queue);
        assert_eq!(second.buffer.id(), first.buffer.id());
        assert!(changed.is_empty());

        // A different buffer size forces a new allocation, which is recorded.
        assets.get_mut(asset_id).unwrap().extend([7u32]);
        let extracted = extract(&mut assets.get_mut(asset_id).unwrap(), Some(&first));
        let (resized, changed) = prepare(asset_id, extracted, Some(&first), &device, &queue);
        assert_ne!(resized.buffer.id(), first.buffer.id());
        assert_eq!(resized.buffer.size(), 4);
        assert!(changed.contains(&asset_id));
    }
}