Make LoadContext::finish add all dependencies, and avoid a second texture load in GltfLoader.#22227
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alice-i-cecile merged 8 commits intobevyengine:mainfrom Dec 30, 2025
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ChristopherBiscardi
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read through the code and it all seems reasonable to me. +100 on the deduplication.
… if not loaded through their load context.
…just clone texture handles.
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mockersf
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Dec 24, 2025
mockersf
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Dec 24, 2025
mockersf
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…exture load in GltfLoader. (#22227) - The glTF loader previously did two loads for textures: the first did all the expected parsing and loading. The second would **intentionally** try to perform the same load to A) avoid doing a second load, and B) to add the handle as a dependency specifically for the material - so that the material would not be "loaded with dependencies" until all its textures were loaded. - In general, it's possible for an asset to have a handle to another asset, without that handle being considered a dependency according to the `LoadContext`. - Also, some handles in the `StandardMaterial` were missing the `#[dependency]` attribute. - Add the dependency attribute to all handles in `StandardMaterial`. - Make the gltf anisotropy extension also use the `parse_material_extension_texture` function like all the other extensions (the existing implementation matched exactly). - Made `LoadContext::finish` update the list of dependencies with `VisitDependencies`. - Propagate the list of texture handles through the `GltfLoader` and clone the handle out when necessary. - Added tests to `bevy_asset` to verify tracking dependencies works - this also fails before the rest of this PR. - Ran the `load_gltf` example and it still works. This won't show whether the dependency tracking works correctly though.
mockersf
pushed a commit
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Dec 30, 2025
…exture load in GltfLoader. (#22227) - The glTF loader previously did two loads for textures: the first did all the expected parsing and loading. The second would **intentionally** try to perform the same load to A) avoid doing a second load, and B) to add the handle as a dependency specifically for the material - so that the material would not be "loaded with dependencies" until all its textures were loaded. - In general, it's possible for an asset to have a handle to another asset, without that handle being considered a dependency according to the `LoadContext`. - Also, some handles in the `StandardMaterial` were missing the `#[dependency]` attribute. - Add the dependency attribute to all handles in `StandardMaterial`. - Make the gltf anisotropy extension also use the `parse_material_extension_texture` function like all the other extensions (the existing implementation matched exactly). - Made `LoadContext::finish` update the list of dependencies with `VisitDependencies`. - Propagate the list of texture handles through the `GltfLoader` and clone the handle out when necessary. - Added tests to `bevy_asset` to verify tracking dependencies works - this also fails before the rest of this PR. - Ran the `load_gltf` example and it still works. This won't show whether the dependency tracking works correctly though.
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
…exture load in GltfLoader. (#22227) - The glTF loader previously did two loads for textures: the first did all the expected parsing and loading. The second would **intentionally** try to perform the same load to A) avoid doing a second load, and B) to add the handle as a dependency specifically for the material - so that the material would not be "loaded with dependencies" until all its textures were loaded. - In general, it's possible for an asset to have a handle to another asset, without that handle being considered a dependency according to the `LoadContext`. - Also, some handles in the `StandardMaterial` were missing the `#[dependency]` attribute. - Add the dependency attribute to all handles in `StandardMaterial`. - Make the gltf anisotropy extension also use the `parse_material_extension_texture` function like all the other extensions (the existing implementation matched exactly). - Made `LoadContext::finish` update the list of dependencies with `VisitDependencies`. - Propagate the list of texture handles through the `GltfLoader` and clone the handle out when necessary. - Added tests to `bevy_asset` to verify tracking dependencies works - this also fails before the rest of this PR. - Ran the `load_gltf` example and it still works. This won't show whether the dependency tracking works correctly though.
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
…exture load in GltfLoader. (#22227) - The glTF loader previously did two loads for textures: the first did all the expected parsing and loading. The second would **intentionally** try to perform the same load to A) avoid doing a second load, and B) to add the handle as a dependency specifically for the material - so that the material would not be "loaded with dependencies" until all its textures were loaded. - In general, it's possible for an asset to have a handle to another asset, without that handle being considered a dependency according to the `LoadContext`. - Also, some handles in the `StandardMaterial` were missing the `#[dependency]` attribute. - Add the dependency attribute to all handles in `StandardMaterial`. - Make the gltf anisotropy extension also use the `parse_material_extension_texture` function like all the other extensions (the existing implementation matched exactly). - Made `LoadContext::finish` update the list of dependencies with `VisitDependencies`. - Propagate the list of texture handles through the `GltfLoader` and clone the handle out when necessary. - Added tests to `bevy_asset` to verify tracking dependencies works - this also fails before the rest of this PR. - Ran the `load_gltf` example and it still works. This won't show whether the dependency tracking works correctly though.
Aravind-blip
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Mar 1, 2026
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This PR improves dependency tracking by ensuring LoadContext::finish captures all visited dependencies and eliminates the redundant second texture load in the glTF loader. The propagation of texture handles, consistent use of parse_material_extension_texture, and addition of #[dependency] annotations in StandardMaterial align the asset system with expected loading semantics. The included tests strengthen confidence in correct dependency tracking behavior.
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Objective
LoadContext.StandardMaterialwere missing the#[dependency]attribute.Solution
StandardMaterial.parse_material_extension_texturefunction like all the other extensions (the existing implementation matched exactly).LoadContext::finishupdate the list of dependencies withVisitDependencies.GltfLoaderand clone the handle out when necessary.Testing
bevy_assetto verify tracking dependencies works - this also fails before the rest of this PR.load_gltfexample and it still works. This won't show whether the dependency tracking works correctly though.