Commit dc70b2e
authored
Insert ResolvedScenes as dynamic bundles (#23808)
# Objective
Currently BSN inserts each component one-by-one. This is incredibly
expensive, as it forces an archetype move after every insert.
## Solution
Scene templates now write their outputs to reusable bundle scratch space
(which uses a bump allocator). The final bundle is written after all
components (including inherited components) are written to the bundle.
- Introduce a `BundleWriter`, which enables defining a dynamic bundle
using scratch space in a bump allocator. Currently this only supports
writing individual components to the `BundleWriter`, because supporting
arbitrary bundles is much harder (ex: dynamic bundle effects). This
sadly means that we are temporarily constraining both `bsn! { Node }`
and `bsn! { @SomeTemplate }` "template patches" to _require_ a component
output. Custom scene impls can still push arbitrary bundles, which are
inserted before the final dynamic bundle write. In practice I believe
this will cover the relevant use cases in the short term.
- We now skip duplicate insertions of components when spawning inherited
scenes.
- We now write empty RelationshipTarget collections, pre-allocated to
the correct size to the dynamic bundle, which both avoids another
archetype move and ensures we only allocate the inner relationship
target collection once.
- We now write the Relationship component to the dynamic bundle,
avoiding an archetype move
- I added a new "loaded scene inheritance" test variant, just to make
sure that case still works
- `ErasedTemplate` has been moved to `bevy_scene`, as it is now
"opinionated", more specific to `bevy_scene`, and less safe to use in a
general context
<img width="795" height="274" alt="image"
src="https://github.com/user-attachments/assets/68ea02c7-6b7e-4f7c-9474-603188fe6d0b"
/>
These are benchmarks that produce the same UI scene hierarchy through
different means (the benchmarks have been updated to have a few "matrix
wrapper" components to show the cost of archetype moves):
- `immediate_function_scene`: a test of going through the whole "scene
building" process, then spawning. this is the cost of ad-hoc scenes that
don't reuse work from inherited scenes
- `immediate_loaded_scene`: a test where we instantiate a bunch of
inherited scene instances, where the inherited scene has already been
computed / cached.
- `raw_bundle_no_scene`: just spawning the raw bundle directly1 parent 85212f7 commit dc70b2e
11 files changed
Lines changed: 881 additions & 154 deletions
File tree
- benches/benches/bevy_scene
- crates
- bevy_ecs
- src
- bundle
- entity
- bevy_scene/src
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