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| 1 | +//! Tests if touching mutably a asset that gets extracted to the render world |
| 2 | +//! causes a leak |
| 3 | +
|
| 4 | +use std::time::Duration; |
| 5 | + |
| 6 | +use bevy::{ |
| 7 | + app::{App, PluginGroup, Startup, Update}, |
| 8 | + asset::{Asset, Assets, Handle}, |
| 9 | + audio::AudioPlugin, |
| 10 | + color::Color, |
| 11 | + diagnostic::{DiagnosticsStore, LogDiagnosticsPlugin}, |
| 12 | + ecs::system::{Commands, Local, Res, ResMut}, |
| 13 | + math::primitives::Sphere, |
| 14 | + pbr::{MeshMaterial3d, StandardMaterial}, |
| 15 | + render::{ |
| 16 | + diagnostic::{MeshAllocatorDiagnosticPlugin, RenderAssetDiagnosticPlugin}, |
| 17 | + mesh::{Mesh, Mesh3d, Meshable, RenderMesh}, |
| 18 | + }, |
| 19 | + window::WindowPlugin, |
| 20 | + winit::WinitPlugin, |
| 21 | + DefaultPlugins, |
| 22 | +}; |
| 23 | + |
| 24 | +#[test] |
| 25 | +fn check_mesh_leak() { |
| 26 | + let mut app = App::new(); |
| 27 | + app.add_plugins(( |
| 28 | + DefaultPlugins |
| 29 | + .build() |
| 30 | + .disable::<AudioPlugin>() |
| 31 | + .disable::<WinitPlugin>() |
| 32 | + .disable::<WindowPlugin>(), |
| 33 | + LogDiagnosticsPlugin { |
| 34 | + wait_duration: Duration::ZERO, |
| 35 | + ..Default::default() |
| 36 | + }, |
| 37 | + RenderAssetDiagnosticPlugin::<RenderMesh>::new(" meshes"), |
| 38 | + MeshAllocatorDiagnosticPlugin, |
| 39 | + )) |
| 40 | + .add_systems(Startup, mesh_setup) |
| 41 | + .add_systems( |
| 42 | + Update, |
| 43 | + (touch_mutably::<Mesh>, crash_on_mesh_leak_detection), |
| 44 | + ); |
| 45 | + |
| 46 | + app.finish(); |
| 47 | + app.cleanup(); |
| 48 | + |
| 49 | + for _ in 0..100 { |
| 50 | + app.update(); |
| 51 | + } |
| 52 | +} |
| 53 | + |
| 54 | +fn mesh_setup( |
| 55 | + mut commands: Commands, |
| 56 | + mut meshes: ResMut<Assets<Mesh>>, |
| 57 | + mut materials: ResMut<Assets<StandardMaterial>>, |
| 58 | + mut mesh_leaker: Local<Vec<Handle<Mesh>>>, |
| 59 | + mut material_leaker: Local<Vec<Handle<StandardMaterial>>>, |
| 60 | +) { |
| 61 | + bevy::log::info!("Mesh setup"); |
| 62 | + commands.spawn(( |
| 63 | + Mesh3d(meshes.add(Sphere::new(1.).mesh().ico(79).unwrap())), |
| 64 | + MeshMaterial3d(materials.add(Color::WHITE)), |
| 65 | + )); |
| 66 | + |
| 67 | + for _ in 0..16 { |
| 68 | + mesh_leaker.push(meshes.add(Sphere::new(1.).mesh().ico(79).unwrap())); |
| 69 | + } |
| 70 | + for _ in 0..1000 { |
| 71 | + material_leaker.push(materials.add(Color::WHITE)); |
| 72 | + } |
| 73 | +} |
| 74 | + |
| 75 | +fn touch_mutably<A: Asset>(mut assets: ResMut<Assets<A>>) { |
| 76 | + for _ in assets.iter_mut() {} |
| 77 | +} |
| 78 | + |
| 79 | +fn crash_on_mesh_leak_detection(diagnostic_store: Res<DiagnosticsStore>) { |
| 80 | + if let (Some(render_meshes), Some(allocations)) = ( |
| 81 | + diagnostic_store |
| 82 | + .get_measurement( |
| 83 | + &RenderAssetDiagnosticPlugin::<RenderMesh>::render_asset_diagnostic_path(), |
| 84 | + ) |
| 85 | + .filter(|diag| diag.value > 0.), |
| 86 | + diagnostic_store |
| 87 | + .get_measurement(MeshAllocatorDiagnosticPlugin::allocations_diagnostic_path()) |
| 88 | + .filter(|diag| diag.value > 0.), |
| 89 | + ) { |
| 90 | + assert!( |
| 91 | + render_meshes.value < allocations.value * 10., |
| 92 | + "Detected leak" |
| 93 | + ); |
| 94 | + } |
| 95 | +} |
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