Reduce bsn! codegen / debug symbols by combining scene implementations#24124
Merged
cart merged 6 commits intobevyengine:mainfrom May 6, 2026
Merged
Reduce bsn! codegen / debug symbols by combining scene implementations#24124cart merged 6 commits intobevyengine:mainfrom
cart merged 6 commits intobevyengine:mainfrom
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alice-i-cecile
approved these changes
May 6, 2026
laundmo
approved these changes
May 6, 2026
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laundmo
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Initially i thought SceneFunction would cause issues with asset dependencies, but after asking cart who said it can't contain any code that adds dependencies and testing the case i was thinking of locally, it seems to work as expected.
very nice!
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Objective
bsn!currently generates a lot of new types: one for each patch, which then get assembled into a single Scene impl by composing them in a tuple. This gives the compiler more work to do (types to verify, code to generate, etc). It also makes our debug symbols bigger / harder to read.Solution
Combine
bsn!entries, where possible, into a singleSceneFunction<F>implementation ofScene, which does all of the "scene patch" logic internally. This significantly cuts down on codegen, and also makes the functional behavior of absn!block more clear when expanded.