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Refactor check_light_mesh_visibility for performance #1 #13905

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merged 5 commits into from
Jun 18, 2024

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re0312
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@re0312 re0312 commented Jun 18, 2024

Objective

Solution

  • split check_light_mesh_visibility into check_dir_light_mesh_visibility and check_point_light_mesh_visibility for better review

@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times C-Code-Quality A section of code that is hard to understand or change S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jun 18, 2024
re0312 added 2 commits June 18, 2024 09:31
This reverts commit 6ce8c81.
check_light_mesh_visibility
(
check_dir_light_mesh_visibility,
check_point_light_mesh_visibility,
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Do these systems need to be ordered relative to each other?

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It should not be necessary. The main reason for splitting the system is that in subsequent PRs, we hope they can be automatically parallelized by the bevy's scheduler.

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I've checked this over, and the refactoring / splitting appears to be done correctly. The core idea for why this should be done also makes sense to me :)

@alice-i-cecile alice-i-cecile requested a review from IceSentry June 18, 2024 01:46
@alice-i-cecile alice-i-cecile added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jun 18, 2024
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Jun 18, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Jun 18, 2024
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Jun 18, 2024
Merged via the queue into bevyengine:main with commit 91cd84f Jun 18, 2024
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github-merge-queue bot pushed a commit that referenced this pull request Jun 26, 2024
# Objective

- Second part of #13900 
- based on #13905 

## Solution

- check_dir_light_mesh_visibility defers setting the entity's
`ViewVisibility `so that Bevy can schedule it to run in parallel with
`check_point_light_mesh_visibility`.

- Reduce HashMap lookups for directional light checking as much as
possible

- Use `par_iter `to parallelize the checking process within each system.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
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A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change C-Performance A change motivated by improving speed, memory usage or compile times S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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3 participants