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https://github.com/bevyengine/bevy
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Remove unnecessary muts in RenderSet::QueueMeshes
(#14953)
# Objective Fixes #14952
This commit is contained in:
parent
371e07e77d
commit
d93b78a66e
6 changed files with 12 additions and 12 deletions
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@ -545,7 +545,7 @@ pub fn queue_material_meshes<M: Material>(
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mut alpha_mask_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3d>>,
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mut alpha_mask_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3d>>,
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mut transmissive_render_phases: ResMut<ViewSortedRenderPhases<Transmissive3d>>,
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mut transmissive_render_phases: ResMut<ViewSortedRenderPhases<Transmissive3d>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
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mut views: Query<(
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views: Query<(
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Entity,
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Entity,
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&ExtractedView,
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&ExtractedView,
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&VisibleEntities,
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&VisibleEntities,
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@ -585,7 +585,7 @@ pub fn queue_material_meshes<M: Material>(
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temporal_jitter,
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temporal_jitter,
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projection,
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projection,
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(has_environment_maps, has_irradiance_volumes),
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(has_environment_maps, has_irradiance_volumes),
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) in &mut views
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) in &views
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{
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{
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let (
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let (
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Some(opaque_phase),
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Some(opaque_phase),
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@ -688,7 +688,7 @@ pub fn queue_prepass_material_meshes<M: Material>(
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mut alpha_mask_prepass_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>,
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mut alpha_mask_prepass_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>,
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mut opaque_deferred_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>,
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mut opaque_deferred_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>,
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mut alpha_mask_deferred_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dDeferred>>,
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mut alpha_mask_deferred_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dDeferred>>,
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mut views: Query<
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views: Query<
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(
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(
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Entity,
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Entity,
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&VisibleEntities,
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&VisibleEntities,
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@ -727,7 +727,7 @@ pub fn queue_prepass_material_meshes<M: Material>(
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normal_prepass,
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normal_prepass,
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motion_vector_prepass,
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motion_vector_prepass,
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deferred_prepass,
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deferred_prepass,
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) in &mut views
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) in &views
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{
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{
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let (
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let (
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mut opaque_phase,
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mut opaque_phase,
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@ -1174,7 +1174,7 @@ pub fn queue_shadows<M: Material>(
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pipeline_cache: Res<PipelineCache>,
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pipeline_cache: Res<PipelineCache>,
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render_lightmaps: Res<RenderLightmaps>,
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render_lightmaps: Res<RenderLightmaps>,
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view_lights: Query<(Entity, &ViewLightEntities)>,
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view_lights: Query<(Entity, &ViewLightEntities)>,
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mut view_light_entities: Query<&LightEntity>,
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view_light_entities: Query<&LightEntity>,
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point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
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point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
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directional_light_entities: Query<&CascadesVisibleEntities, With<ExtractedDirectionalLight>>,
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directional_light_entities: Query<&CascadesVisibleEntities, With<ExtractedDirectionalLight>>,
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spot_light_entities: Query<&VisibleMeshEntities, With<ExtractedPointLight>>,
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spot_light_entities: Query<&VisibleMeshEntities, With<ExtractedPointLight>>,
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@ -1184,7 +1184,7 @@ pub fn queue_shadows<M: Material>(
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for (entity, view_lights) in &view_lights {
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for (entity, view_lights) in &view_lights {
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let draw_shadow_mesh = shadow_draw_functions.read().id::<DrawPrepass<M>>();
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let draw_shadow_mesh = shadow_draw_functions.read().id::<DrawPrepass<M>>();
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for view_light_entity in view_lights.lights.iter().copied() {
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for view_light_entity in view_lights.lights.iter().copied() {
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let Ok(light_entity) = view_light_entities.get_mut(view_light_entity) else {
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let Ok(light_entity) = view_light_entities.get(view_light_entity) else {
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continue;
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continue;
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};
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};
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let Some(shadow_phase) = shadow_render_phases.get_mut(&view_light_entity) else {
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let Some(shadow_phase) = shadow_render_phases.get_mut(&view_light_entity) else {
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@ -418,7 +418,7 @@ pub fn queue_material2d_meshes<M: Material2d>(
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque2d>>,
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mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque2d>>,
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mut alpha_mask_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask2d>>,
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mut alpha_mask_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask2d>>,
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mut views: Query<(
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views: Query<(
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Entity,
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Entity,
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&ExtractedView,
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&ExtractedView,
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&VisibleEntities,
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&VisibleEntities,
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@ -433,7 +433,7 @@ pub fn queue_material2d_meshes<M: Material2d>(
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return;
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return;
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}
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}
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for (view_entity, view, visible_entities, msaa, tonemapping, dither) in &mut views {
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for (view_entity, view, visible_entities, msaa, tonemapping, dither) in &views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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continue;
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continue;
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};
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};
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@ -370,13 +370,13 @@ pub fn queue_colored_mesh2d(
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render_meshes: Res<RenderAssets<RenderMesh>>,
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render_meshes: Res<RenderAssets<RenderMesh>>,
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render_mesh_instances: Res<RenderColoredMesh2dInstances>,
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render_mesh_instances: Res<RenderColoredMesh2dInstances>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut views: Query<(Entity, &VisibleEntities, &ExtractedView, &Msaa)>,
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views: Query<(Entity, &VisibleEntities, &ExtractedView, &Msaa)>,
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) {
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) {
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if render_mesh_instances.is_empty() {
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if render_mesh_instances.is_empty() {
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return;
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return;
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}
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}
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// Iterate each view (a camera is a view)
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// Iterate each view (a camera is a view)
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for (view_entity, visible_entities, view, msaa) in &mut views {
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for (view_entity, visible_entities, view, msaa) in &views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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continue;
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continue;
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};
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};
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@ -123,11 +123,11 @@ fn queue_custom(
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render_mesh_instances: Res<RenderMeshInstances>,
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render_mesh_instances: Res<RenderMeshInstances>,
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material_meshes: Query<Entity, With<InstanceMaterialData>>,
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material_meshes: Query<Entity, With<InstanceMaterialData>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
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mut views: Query<(Entity, &ExtractedView, &Msaa)>,
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views: Query<(Entity, &ExtractedView, &Msaa)>,
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) {
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) {
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let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
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let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
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for (view_entity, view, msaa) in &mut views {
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for (view_entity, view, msaa) in &views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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continue;
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continue;
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};
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};
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