unmut extracted view queries (#17142)
# Objective Noticed a lot of the extracted view queries are unnecessarily mutable. Fixed them.
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7112d5594e
commit
49aae89049
@ -297,7 +297,7 @@ fn queue_line_gizmos_2d(
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line_gizmos: Query<(Entity, &MainEntity, &GizmoMeshConfig)>,
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line_gizmo_assets: Res<RenderAssets<GpuLineGizmo>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut views: Query<(Entity, &ExtractedView, &Msaa, Option<&RenderLayers>)>,
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views: Query<(Entity, &ExtractedView, &Msaa, Option<&RenderLayers>)>,
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) {
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let draw_function = draw_functions.read().get_id::<DrawLineGizmo2d>().unwrap();
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let draw_function_strip = draw_functions
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@ -305,7 +305,7 @@ fn queue_line_gizmos_2d(
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.get_id::<DrawLineGizmo2dStrip>()
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.unwrap();
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for (view_entity, view, msaa, render_layers) in &mut views {
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for (view_entity, view, msaa, render_layers) in &views {
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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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};
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@ -375,14 +375,14 @@ fn queue_line_joint_gizmos_2d(
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line_gizmos: Query<(Entity, &MainEntity, &GizmoMeshConfig)>,
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line_gizmo_assets: Res<RenderAssets<GpuLineGizmo>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut views: Query<(Entity, &ExtractedView, &Msaa, Option<&RenderLayers>)>,
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views: Query<(Entity, &ExtractedView, &Msaa, Option<&RenderLayers>)>,
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) {
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let draw_function = draw_functions
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.read()
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.get_id::<DrawLineJointGizmo2d>()
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.unwrap();
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for (view_entity, view, msaa, render_layers) in &mut views {
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for (view_entity, view, msaa, render_layers) in &views {
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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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};
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@ -292,7 +292,7 @@ fn queue_line_gizmos_3d(
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line_gizmos: Query<(Entity, &MainEntity, &GizmoMeshConfig)>,
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line_gizmo_assets: Res<RenderAssets<GpuLineGizmo>>,
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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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&ExtractedView,
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&Msaa,
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@ -317,7 +317,7 @@ fn queue_line_gizmos_3d(
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msaa,
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render_layers,
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(normal_prepass, depth_prepass, motion_vector_prepass, deferred_prepass),
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) in &mut views
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) in &views
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{
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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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@ -407,7 +407,7 @@ fn queue_line_joint_gizmos_3d(
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line_gizmos: Query<(Entity, &MainEntity, &GizmoMeshConfig)>,
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line_gizmo_assets: Res<RenderAssets<GpuLineGizmo>>,
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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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&ExtractedView,
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&Msaa,
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@ -431,7 +431,7 @@ fn queue_line_joint_gizmos_3d(
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msaa,
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render_layers,
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(normal_prepass, depth_prepass, motion_vector_prepass, deferred_prepass),
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) in &mut views
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) in &views
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{
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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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@ -503,7 +503,7 @@ pub fn queue_sprites(
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pipeline_cache: Res<PipelineCache>,
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extracted_sprites: Res<ExtractedSprites>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut views: Query<(
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views: Query<(
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Entity,
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&RenderVisibleEntities,
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&ExtractedView,
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@ -514,7 +514,7 @@ pub fn queue_sprites(
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) {
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let draw_sprite_function = draw_functions.read().id::<DrawSprite>();
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for (view_entity, visible_entities, view, msaa, tonemapping, dither) in &mut views {
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for (view_entity, visible_entities, view, 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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continue;
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};
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@ -341,13 +341,13 @@ pub fn queue_shadows(
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box_shadow_pipeline: Res<BoxShadowPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<BoxShadowPipeline>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut views: Query<(Entity, &ExtractedView, Option<&BoxShadowSamples>)>,
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views: Query<(Entity, &ExtractedView, Option<&BoxShadowSamples>)>,
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pipeline_cache: Res<PipelineCache>,
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draw_functions: Res<DrawFunctions<TransparentUi>>,
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) {
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let draw_function = draw_functions.read().id::<DrawBoxShadows>();
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for (entity, extracted_shadow) in extracted_box_shadows.box_shadows.iter() {
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let Ok((view_entity, view, shadow_samples)) = views.get_mut(extracted_shadow.camera_entity)
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let Ok((view_entity, view, shadow_samples)) = views.get(extracted_shadow.camera_entity)
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else {
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continue;
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};
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@ -796,13 +796,13 @@ pub fn queue_uinodes(
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ui_pipeline: Res<UiPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<UiPipeline>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut views: Query<(Entity, &ExtractedView, Option<&UiAntiAlias>)>,
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views: Query<(Entity, &ExtractedView, Option<&UiAntiAlias>)>,
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pipeline_cache: Res<PipelineCache>,
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draw_functions: Res<DrawFunctions<TransparentUi>>,
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) {
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let draw_function = draw_functions.read().id::<DrawUi>();
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for (entity, extracted_uinode) in extracted_uinodes.uinodes.iter() {
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let Ok((view_entity, view, ui_anti_alias)) = views.get_mut(extracted_uinode.camera_entity)
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let Ok((view_entity, view, ui_anti_alias)) = views.get(extracted_uinode.camera_entity)
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else {
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continue;
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};
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@ -614,7 +614,7 @@ pub fn queue_ui_material_nodes<M: UiMaterial>(
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pipeline_cache: Res<PipelineCache>,
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render_materials: Res<RenderAssets<PreparedUiMaterial<M>>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut views: Query<&ExtractedView>,
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views: Query<&ExtractedView>,
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) where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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@ -624,7 +624,7 @@ pub fn queue_ui_material_nodes<M: UiMaterial>(
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let Some(material) = render_materials.get(extracted_uinode.material) else {
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continue;
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};
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let Ok(view) = views.get_mut(extracted_uinode.camera_entity) else {
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let Ok(view) = views.get(extracted_uinode.camera_entity) else {
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continue;
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};
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let Some(transparent_phase) =
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@ -344,13 +344,13 @@ pub fn queue_ui_slices(
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ui_slicer_pipeline: Res<UiTextureSlicePipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<UiTextureSlicePipeline>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut views: Query<(Entity, &ExtractedView)>,
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views: Query<(Entity, &ExtractedView)>,
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pipeline_cache: Res<PipelineCache>,
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draw_functions: Res<DrawFunctions<TransparentUi>>,
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) {
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let draw_function = draw_functions.read().id::<DrawUiTextureSlices>();
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for (entity, extracted_slicer) in extracted_ui_slicers.slices.iter() {
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let Ok((view_entity, view)) = views.get_mut(extracted_slicer.camera_entity) else {
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let Ok((view_entity, view)) = views.get(extracted_slicer.camera_entity) else {
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continue;
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};
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