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https://github.com/bevyengine/bevy
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b6a2fc5d80
# Objective - Some examples crash in CI because of needing too many resources for the windows runner - Some examples have random results making it hard to compare screenshots ## Solution - `bloom_3d`: reduce the number of spheres - `pbr`: use simpler spheres and reuse the mesh - `tonemapping`: use simpler spheres and reuse the mesh - `shadow_biases`: reduce the number of spheres - `spotlight`: use a seeded rng, move more cubes in view while reducing the total number of cubes, and reuse meshes and materials - `external_source_external_thread`, `iter_combinations`, `parallel_query`: use a seeded rng Examples of errors encountered: ``` Caused by: In Device::create_bind_group note: label = `bloom_upsampling_bind_group` Not enough memory left ``` ``` Caused by: In Queue::write_buffer Parent device is lost ``` ``` ERROR wgpu_core::device::life: Mapping failed Device(Lost) ```
76 lines
2.7 KiB
Rust
76 lines
2.7 KiB
Rust
//! Illustrates parallel queries with `ParallelIterator`.
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use bevy::ecs::query::BatchingStrategy;
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use bevy::prelude::*;
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use rand::{rngs::StdRng, Rng, SeedableRng};
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#[derive(Component, Deref)]
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struct Velocity(Vec2);
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fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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let texture = asset_server.load("branding/icon.png");
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let mut rng = StdRng::seed_from_u64(19878367467713);
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for _ in 0..128 {
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commands.spawn((
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SpriteBundle {
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texture: texture.clone(),
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transform: Transform::from_scale(Vec3::splat(0.1)),
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..default()
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},
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Velocity(20.0 * Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<f32>() - 0.5)),
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));
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}
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}
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// Move sprites according to their velocity
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fn move_system(mut sprites: Query<(&mut Transform, &Velocity)>) {
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// Compute the new location of each sprite in parallel on the
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// ComputeTaskPool
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//
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// This example is only for demonstrative purposes. Using a
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// ParallelIterator for an inexpensive operation like addition on only 128
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// elements will not typically be faster than just using a normal Iterator.
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// See the ParallelIterator documentation for more information on when
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// to use or not use ParallelIterator over a normal Iterator.
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sprites
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.par_iter_mut()
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.for_each(|(mut transform, velocity)| {
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transform.translation += velocity.extend(0.0);
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});
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}
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// Bounce sprites outside the window
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fn bounce_system(windows: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) {
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let window = windows.single();
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let width = window.width();
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let height = window.height();
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let left = width / -2.0;
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let right = width / 2.0;
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let bottom = height / -2.0;
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let top = height / 2.0;
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// The default batch size can also be overridden.
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// In this case a batch size of 32 is chosen to limit the overhead of
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// ParallelIterator, since negating a vector is very inexpensive.
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sprites
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.par_iter_mut()
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.batching_strategy(BatchingStrategy::fixed(32))
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.for_each(|(transform, mut v)| {
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if !(left < transform.translation.x
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&& transform.translation.x < right
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&& bottom < transform.translation.y
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&& transform.translation.y < top)
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{
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// For simplicity, just reverse the velocity; don't use realistic bounces
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v.0 = -v.0;
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}
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});
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, spawn_system)
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.add_systems(Update, (move_system, bounce_system))
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.run();
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}
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