Improve Performance in Scenes With Many Lights #14

Merged
SeanOMik merged 8 commits from bugfix/many-lights-poor-performance into main 2024-04-24 23:55:16 +00:00
3 changed files with 45 additions and 13 deletions
Showing only changes of commit 337ce18e8c - Show all commits

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@ -5,7 +5,7 @@ use crate::{query::{AsQuery, Query}, Archetype, World};
/// This means that entities that `Q` fetches are skipped, and entities that /// This means that entities that `Q` fetches are skipped, and entities that
/// `Q` does not fetch are not skipped. /// `Q` does not fetch are not skipped.
/// ///
/// ```rust,nobuild /// ```nobuild
/// // Iterate over entities that has a transform, and are not the origin of a `ChildOf` relationship. /// // Iterate over entities that has a transform, and are not the origin of a `ChildOf` relationship.
/// for (en, pos, _) in world /// for (en, pos, _) in world
/// .view::<(Entities, &Transform, Not<Has<RelationOriginComponent<ChildOf>>>)>() /// .view::<(Entities, &Transform, Not<Has<RelationOriginComponent<ChildOf>>>)>()

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@ -36,7 +36,7 @@ impl<'a, Q1: Query, Q2: Query> Fetch<'a> for OrFetch<'a, Q1, Q2> {
/// ///
/// This checks if `Q1` can fetch before checking `Q2`. /// This checks if `Q1` can fetch before checking `Q2`.
/// ///
/// ```rust,nobuild /// ```nobuild
/// for (en, pos, _) in world /// for (en, pos, _) in world
/// .view::<(Entities, &Transform, Or<Has<Mesh>, Has<Scene>>)>() /// .view::<(Entities, &Transform, Or<Has<Mesh>, Has<Scene>>)>()
/// .iter() /// .iter()

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@ -1,4 +1,4 @@
use std::{any::TypeId, collections::HashMap, ptr::NonNull}; use std::{any::{Any, TypeId}, collections::HashMap, ptr::NonNull};
use atomic_refcell::{AtomicRef, AtomicRefMut}; use atomic_refcell::{AtomicRef, AtomicRefMut};
@ -128,22 +128,39 @@ impl World {
} }
} }
/// Insert a bundle into an existing entity. If the components are already existing on the /// Insert a component bundle into an existing entity.
/// entity, they will be updated, else the entity will be moved to a different Archetype ///
/// that can store the entity. That may involve creating a new Archetype. /// If the components are already existing on the entity, they will be updated, else the
/// entity will be moved to a different Archetype that can store the entity. That may
/// involve creating a new Archetype.
pub fn insert<B>(&mut self, entity: Entity, bundle: B) pub fn insert<B>(&mut self, entity: Entity, bundle: B)
where where
B: Bundle B: Bundle
{ {
// TODO: If the entity already has the components in `bundle`, update the values of the
// components with the bundle.
let tick = self.tick(); let tick = self.tick();
let record = self.entities.entity_record(entity).unwrap(); let record = self.entities.entity_record(entity).unwrap();
let current_arch = self.archetypes.get(&record.id).unwrap(); let current_arch = self.archetypes.get(&record.id).unwrap();
let current_arch_len = current_arch.len(); let current_arch_len = current_arch.len();
let mut contains_all = true;
for id in bundle.type_ids() {
contains_all = contains_all && current_arch.get_column(id).is_some();
}
if contains_all {
let current_arch = self.archetypes.get_mut(&record.id).unwrap();
let entry_idx = *current_arch.entity_indexes()
.get(&entity).unwrap();
bundle.take(|ptr, id, _info| {
let col = current_arch.get_column_mut(id).unwrap();
unsafe { col.set_at(entry_idx.0 as _, ptr, tick) };
});
return;
}
// contains the type ids for the old component columns + the ids for the new components // contains the type ids for the old component columns + the ids for the new components
let mut combined_column_types: Vec<DynTypeId> = current_arch.columns.iter().map(|c| c.info.type_id()).collect(); let mut combined_column_types: Vec<DynTypeId> = current_arch.columns.iter().map(|c| c.info.type_id()).collect();
combined_column_types.extend(bundle.type_ids()); combined_column_types.extend(bundle.type_ids());
@ -227,7 +244,7 @@ impl World {
/// A method used for debugging implementation details of the ECS. /// A method used for debugging implementation details of the ECS.
/// ///
/// Here's an example of the output: /// Here's an example of the output:
/// ``` /// ```nobuild
/// Entities /// Entities
/// 1 in archetype 0 at 0 /// 1 in archetype 0 at 0
/// 0 in archetype 1 at 0 /// 0 in archetype 1 at 0
@ -271,7 +288,7 @@ impl World {
/// the contents of entities inside the archetypes. /// the contents of entities inside the archetypes.
/// ///
/// Below is a template of the output: /// Below is a template of the output:
/// ``` /// ```nobuild
/// Entities /// Entities
/// %ENTITY_ID% in archetype %ARCHETYPE_ID% at %INDEX% /// %ENTITY_ID% in archetype %ARCHETYPE_ID% at %INDEX%
/// Arch ID -- %ARCHETYPE_LEN% entities /// Arch ID -- %ARCHETYPE_LEN% entities
@ -618,8 +635,6 @@ mod tests {
insert_and_assert(&mut world, e1, v2s[0], v3s[0]); insert_and_assert(&mut world, e1, v2s[0], v3s[0]);
println!("Entity 1 is good"); println!("Entity 1 is good");
assert_eq!(world.archetypes.len(), 1);
println!("Empty archetype was removed");
} }
#[test] #[test]
@ -655,4 +670,21 @@ mod tests {
assert!(tick >= world_tick); assert!(tick >= world_tick);
} }
} }
/// Tests replacing components using World::insert
#[test]
fn entity_insert_replace() {
let mut world = World::new();
let first = world.spawn((Vec2::new(10.0, 10.0),));
let second = world.spawn((Vec2::new(5.0, 5.0),));
world.insert(first, Vec2::new(50.0, 50.0));
let pos = world.view_one::<&mut Vec2>(first).get().unwrap();
assert_eq!(*pos, Vec2::new(50.0, 50.0));
drop(pos);
let pos = world.view_one::<&mut Vec2>(second).get().unwrap();
assert_eq!(*pos, Vec2::new(5.0, 5.0));
}
} }