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Now that we have Changed<T>, optimize all the things #63

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5 of 12 tasks
cart opened this issue Jul 20, 2020 · 12 comments
Closed
5 of 12 tasks

Now that we have Changed<T>, optimize all the things #63

cart opened this issue Jul 20, 2020 · 12 comments
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C-Performance A change motivated by improving speed, memory usage or compile times D-Trivial Nice and easy! A great choice to get started with Bevy

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@cart
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cart commented Jul 20, 2020

We should be using Changed<T> everywhere we can to avoid doing redundant work:

  • Transforms
  • Parents/Children
  • Labels
  • Render Nodes
    • lights
    • camera
    • render_resources (potentially a huge win here)
  • Cameras
  • ShaderDefs
  • Sprites
  • UI update system (only update "dirty" parts of the tree)
  • Pipeline Compiler (only run when RenderPipelines component has changed)
@karroffel karroffel added C-Performance A change motivated by improving speed, memory usage or compile times D-Trivial Nice and easy! A great choice to get started with Bevy labels Aug 12, 2020
@tristanpemble
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I was looking into doing this for the transforms systems. For transform_translation_rotation_scale_system, the current query is:

Query<Without<LocalTransform, Without<NonUniformScale, (&mut Transform, &Translation, &Rotation, &Scale)>>>

ideally we could do something like

Query<Without<LocalTransform, Without<NonUniformScale, (&mut Transform, &Translation, &Rotation, &Scale, Any<Changed<Translation>, Changed<Rotation>, Changed<Scale>>)>>>

the idea being we want to run this system on anything that has Transform, Rotation and Scale, and at least one of those was changed.

I asked in Discord and it seems like this is not currently possible (tldr queries are and only, no or right now)

@tristanpemble
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@cart it may be worth changing your list into checkboxes so we can track status

@Axighi
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Axighi commented Nov 14, 2020

What's left for this task?

@chrisburnor
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What's left for this task?

Camera seems undone (from my cursory grepping through the codebase) but it's honestly kind of hard to figure out what has been done.

@cart
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cart commented Dec 30, 2020

Just updated the description with checkboxes indicating whats been done.

@cart
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cart commented Dec 30, 2020

I'm currently working on a rework of parenting/children. And #1046 is covering the ShaderDefs case.

@alice-i-cecile
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This should be looked at again once #68 is solved and we add explicit dependencies to our default systems for 0.5.

@thechubbypanda
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thechubbypanda commented Aug 26, 2021

Bump, #68 has been cleared and I wanna help 😝

What's left to do?

@alice-i-cecile
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I would start by tackling the parent-child section of the code in your first PR.

RenderNodes, Sprites, and ShaderDefs are all being reworked; you'll have to work off of the pipelined-rendering branch for those.

UI update system has... larger issues, so it probably isn't worth the time right now.

@thechubbypanda
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Please see https://discord.com/channels/691052431525675048/692572690833473578/880354698647986197

I could be wrong but it looks like it's already done in #417. I may also not be looking at the right code.

@alice-i-cecile
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Yep, looks correct; seems like the list was just out-dated.

@cart
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cart commented Aug 26, 2021

Yeah I think we should probably close this issue out. Its from The Old Days™ and I don't think anything in the list is particularly relevant anymore.

@cart cart closed this as completed Aug 26, 2021
tychedelia pushed a commit to tychedelia/bevy that referenced this issue Nov 23, 2024
update to naga 0.14
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Labels
C-Performance A change motivated by improving speed, memory usage or compile times D-Trivial Nice and easy! A great choice to get started with Bevy
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