feat(runtime): split model asset load checkpoints
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This commit is contained in:
2026-07-18 11:20:13 +04:00
parent c55d835d35
commit 421c9d7aa3
3 changed files with 20 additions and 13 deletions
+6 -3
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@@ -458,8 +458,10 @@ pub struct AssetPreparationReport {
/// Asset preparation checkpoint emitted while resolving visual dependencies.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum AssetPreparationPhase {
/// Decode a model and its corresponding WEAR table.
ModelAndWear,
/// Decode and validate an MSH model.
ModelMesh,
/// Decode the corresponding WEAR table.
WearTable,
/// Resolve MAT0 material documents referenced by a WEAR table.
Materials,
/// Decode diffuse textures and baked lightmaps.
@@ -1513,7 +1515,7 @@ fn prepare_visual_with_repository_internal<R: ResourceRepository>(
});
};
on_phase(AssetPreparationPhase::ModelAndWear);
on_phase(AssetPreparationPhase::ModelMesh);
let model = prepare_model_cached(repository, mesh_key, preparation_cache)?;
let model_id = AssetId::new((identity_policy.model)(proto));
let prepared_model = PreparedModel {
@@ -1529,6 +1531,7 @@ fn prepare_visual_with_repository_internal<R: ResourceRepository>(
name: wear_name,
type_id: Some(WEAR_KIND),
};
on_phase(AssetPreparationPhase::WearTable);
let wear = prepare_wear_cached(repository, &wear_key, preparation_cache)?;
let wear_id = AssetId::new((identity_policy.wear)(proto));
let prepared_wear = PreparedWear {
+6 -3
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@@ -120,8 +120,10 @@ pub enum MissionLoadPhase {
GraphVisuals,
/// Prepare all reachable visual/resource dependencies.
Assets,
/// Decode model meshes and their WEAR tables.
AssetModels,
/// Decode and validate MSH model meshes.
AssetModelMeshes,
/// Decode WEAR material tables.
AssetWearTables,
/// Resolve MAT0 material documents.
AssetMaterials,
/// Decode diffuse textures and baked lightmaps.
@@ -707,7 +709,8 @@ fn load_mission_with_options_and_progress(
let mut last_asset_phase = None;
let mut observe_asset_phase = |phase| {
let runtime_phase = match phase {
AssetPreparationPhase::ModelAndWear => MissionLoadPhase::AssetModels,
AssetPreparationPhase::ModelMesh => MissionLoadPhase::AssetModelMeshes,
AssetPreparationPhase::WearTable => MissionLoadPhase::AssetWearTables,
AssetPreparationPhase::Materials => MissionLoadPhase::AssetMaterials,
AssetPreparationPhase::Textures => MissionLoadPhase::AssetTextures,
};