bevy/crates/bevy_ecs/src/world/spawn_batch.rs
Carter Anderson b47217bfab Spawn specific entities: spawn or insert operations, refactor spawn internals, world clearing (#2673)
This upstreams the code changes used by the new renderer to enable cross-app Entity reuse:

* Spawning at specific entities
* get_or_spawn: spawns an entity if it doesn't already exist and returns an EntityMut
* insert_or_spawn_batch: the batched equivalent to `world.get_or_spawn(entity).insert_bundle(bundle)`
* Clearing entities and storages
* Allocating Entities with "invalid" archetypes. These entities cannot be queried / are treated as "non existent". They serve as "reserved" entities that won't show up when calling `spawn()`. They must be "specifically spawned at" using apis like `get_or_spawn(entity)`.

In combination, these changes enable the "render world" to clear entities / storages each frame and reserve all "app world entities". These can then be spawned during the "render extract step".

This refactors "spawn" and "insert" code in a way that I think is a massive improvement to legibility and re-usability. It also yields marginal performance wins by reducing some duplicate lookups (less than a percentage point improvement on insertion benchmarks). There is also some potential for future unsafe reduction (by making BatchSpawner and BatchInserter generic). But for now I want to cut down generic usage to a minimum to encourage smaller binaries and faster compiles.

This is currently a draft because it needs more tests (although this code has already had some real-world testing on my custom-shaders branch). 

I also fixed the benchmarks (which currently don't compile!) / added new ones to illustrate batching wins.

After these changes, Bevy ECS is basically ready to accommodate the new renderer. I think the biggest missing piece at this point is "sub apps".
2021-08-25 23:34:02 +00:00

84 lines
1.8 KiB
Rust

use crate::{
bundle::{Bundle, BundleSpawner},
entity::Entity,
world::World,
};
pub struct SpawnBatchIter<'w, I>
where
I: Iterator,
I::Item: Bundle,
{
inner: I,
spawner: BundleSpawner<'w, 'w>,
}
impl<'w, I> SpawnBatchIter<'w, I>
where
I: Iterator,
I::Item: Bundle,
{
#[inline]
pub(crate) fn new(world: &'w mut World, iter: I) -> Self {
// Ensure all entity allocations are accounted for so `self.entities` can realloc if
// necessary
world.flush();
let (lower, upper) = iter.size_hint();
let length = upper.unwrap_or(lower);
let bundle_info = world.bundles.init_info::<I::Item>(&mut world.components);
world.entities.reserve(length as u32);
let mut spawner = bundle_info.get_bundle_spawner(
&mut world.entities,
&mut world.archetypes,
&mut world.components,
&mut world.storages,
*world.change_tick.get_mut(),
);
spawner.reserve_storage(length);
Self {
inner: iter,
spawner,
}
}
}
impl<I> Drop for SpawnBatchIter<'_, I>
where
I: Iterator,
I::Item: Bundle,
{
fn drop(&mut self) {
for _ in self {}
}
}
impl<I> Iterator for SpawnBatchIter<'_, I>
where
I: Iterator,
I::Item: Bundle,
{
type Item = Entity;
fn next(&mut self) -> Option<Entity> {
let bundle = self.inner.next()?;
// SAFE: bundle matches spawner type
unsafe { Some(self.spawner.spawn(bundle)) }
}
fn size_hint(&self) -> (usize, Option<usize>) {
self.inner.size_hint()
}
}
impl<I, T> ExactSizeIterator for SpawnBatchIter<'_, I>
where
I: ExactSizeIterator<Item = T>,
T: Bundle,
{
fn len(&self) -> usize {
self.inner.len()
}
}