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[Merged by Bors] - bevy_pbr: Optimize assign_lights_to_clusters #3984
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[Merged by Bors] - bevy_pbr: Optimize assign_lights_to_clusters #3984
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LGTM! |
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# Objective - Optimize assign_lights_to_clusters ## Solution - Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop. - Use a Vec instead of a hash set where the set is not needed - Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop - These changes cut the time spent in the system roughly in half
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bevy_pbr: Optimize assign_lights_to_clusters
[Merged by Bors] - bevy_pbr: Optimize assign_lights_to_clusters
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# Objective - Optimize assign_lights_to_clusters ## Solution - Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop. - Use a Vec instead of a hash set where the set is not needed - Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop - These changes cut the time spent in the system roughly in half
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# Objective - Optimize assign_lights_to_clusters ## Solution - Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop. - Use a Vec instead of a hash set where the set is not needed - Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop - These changes cut the time spent in the system roughly in half
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A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
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