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[Merged by Bors] - bevy_pbr: Optimize assign_lights_to_clusters #3984
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[Merged by Bors] - bevy_pbr: Optimize assign_lights_to_clusters #3984
superdump
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bevyengine:main
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alice-i-cecile
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Feb 18, 2022
LGTM! |
robtfm
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Feb 19, 2022
mockersf
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bors r+ |
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# Objective - Optimize assign_lights_to_clusters ## Solution - Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop. - Use a Vec instead of a hash set where the set is not needed - Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop - These changes cut the time spent in the system roughly in half
rparrett
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Mar 4, 2022
# Objective - Optimize assign_lights_to_clusters ## Solution - Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop. - Use a Vec instead of a hash set where the set is not needed - Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop - These changes cut the time spent in the system roughly in half
kurtkuehnert
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Mar 6, 2022
# Objective - Optimize assign_lights_to_clusters ## Solution - Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop. - Use a Vec instead of a hash set where the set is not needed - Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop - These changes cut the time spent in the system roughly in half
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Labels
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Solution