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gltf loader: do not use the taskpool for only one task (#3577)
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# Objective

- Fix the case mentioned in #2725 (comment).
- On a machine with 4 cores, so 1 thread for assets, loading a gltf with only one textures hangs all asset loading

## Solution

- Do not use the task pool when there is only one texture to load


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
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mockersf and mockersf committed Jan 7, 2022
1 parent fda0b2c commit 015da72
Showing 1 changed file with 32 additions and 28 deletions.
60 changes: 32 additions & 28 deletions crates/bevy_gltf/src/loader.rs
Original file line number Diff line number Diff line change
Expand Up @@ -247,36 +247,40 @@ async fn load_gltf<'a, 'b>(
.collect();

// TODO: use the threaded impl on wasm once wasm thread pool doesn't deadlock on it
#[cfg(target_arch = "wasm32")]
for gltf_texture in gltf.textures() {
let (texture, label) =
load_texture(gltf_texture, &buffer_data, &linear_textures, &load_context).await?;
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
}

#[cfg(not(target_arch = "wasm32"))]
load_context
.task_pool()
.scope(|scope| {
gltf.textures().for_each(|gltf_texture| {
let linear_textures = &linear_textures;
let load_context: &LoadContext = load_context;
let buffer_data = &buffer_data;
scope.spawn(async move {
load_texture(gltf_texture, buffer_data, linear_textures, load_context).await
// See https://github.com/bevyengine/bevy/issues/1924 for more details
// The taskpool use is also avoided when there is only one texture for performance reasons and
// to avoid https://github.com/bevyengine/bevy/pull/2725
if gltf.textures().len() == 1 || cfg!(target_arch = "wasm32") {
for gltf_texture in gltf.textures() {
let (texture, label) =
load_texture(gltf_texture, &buffer_data, &linear_textures, load_context).await?;
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
}
} else {
#[cfg(not(target_arch = "wasm32"))]
load_context
.task_pool()
.scope(|scope| {
gltf.textures().for_each(|gltf_texture| {
let linear_textures = &linear_textures;
let load_context: &LoadContext = load_context;
let buffer_data = &buffer_data;
scope.spawn(async move {
load_texture(gltf_texture, buffer_data, linear_textures, load_context).await
});
});
})
.into_iter()
.filter_map(|res| {
if let Err(err) = res.as_ref() {
warn!("Error loading glTF texture: {}", err);
}
res.ok()
})
.for_each(|(texture, label)| {
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
});
})
.into_iter()
.filter_map(|res| {
if let Err(err) = res.as_ref() {
warn!("Error loading glTF texture: {}", err);
}
res.ok()
})
.for_each(|(texture, label)| {
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
});
}

let mut scenes = vec![];
let mut named_scenes = HashMap::default();
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