remove some mut
in queries (#3437)
# Objective - While reading code, found some queries that are `mut` and not used as such ## Solution - Remove `mut` when possible Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
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@ -211,7 +211,7 @@ use thiserror::Error;
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/// # struct ComponentA;
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/// # #[derive(Component)]
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/// # struct ComponentB;
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/// fn immutable_query_system(mut query: Query<(&ComponentA, &ComponentB)>) {
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/// fn immutable_query_system(query: Query<(&ComponentA, &ComponentB)>) {
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/// for (a, b) in query.iter() {
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/// // Here, `a` and `b` are normal references to components, relatively of
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/// // `&ComponentA` and `&ComponentB` types.
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@ -584,14 +584,14 @@ pub fn queue_mesh_view_bind_groups(
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light_meta: Res<LightMeta>,
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global_light_meta: Res<GlobalLightMeta>,
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view_uniforms: Res<ViewUniforms>,
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mut views: Query<(Entity, &ViewShadowBindings, &ViewClusterBindings)>,
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views: Query<(Entity, &ViewShadowBindings, &ViewClusterBindings)>,
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) {
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if let (Some(view_binding), Some(light_binding), Some(point_light_binding)) = (
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view_uniforms.uniforms.binding(),
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light_meta.view_gpu_lights.binding(),
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global_light_meta.gpu_point_lights.binding(),
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) {
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for (entity, view_shadow_bindings, view_cluster_bindings) in views.iter_mut() {
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for (entity, view_shadow_bindings, view_cluster_bindings) in views.iter() {
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let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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@ -480,7 +480,7 @@ pub fn queue_sprites(
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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mut image_bind_groups: ResMut<ImageBindGroups>,
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gpu_images: Res<RenderAssets<Image>>,
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mut sprite_batches: Query<(Entity, &SpriteBatch)>,
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sprite_batches: Query<(Entity, &SpriteBatch)>,
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mut views: Query<&mut RenderPhase<Transparent2d>>,
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events: Res<SpriteAssetEvents>,
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) {
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@ -514,7 +514,7 @@ pub fn queue_sprites(
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SpritePipelineKey { colored: true },
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);
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for mut transparent_phase in views.iter_mut() {
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for (entity, batch) in sprite_batches.iter_mut() {
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for (entity, batch) in sprite_batches.iter() {
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image_bind_groups
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.values
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.entry(batch.handle.clone_weak())
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@ -44,7 +44,7 @@ pub fn extract_text2d_sprite(
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texture_atlases: Res<Assets<TextureAtlas>>,
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text_pipeline: Res<DefaultTextPipeline>,
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windows: Res<Windows>,
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mut text2d_query: Query<(Entity, &Text, &GlobalTransform, &Text2dSize)>,
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text2d_query: Query<(Entity, &Text, &GlobalTransform, &Text2dSize)>,
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) {
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let mut extracted_sprites = render_world.get_resource_mut::<ExtractedSprites>().unwrap();
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let scale_factor = if let Some(window) = windows.get_primary() {
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@ -53,7 +53,7 @@ pub fn extract_text2d_sprite(
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1.
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};
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for (entity, text, transform, calculated_size) in text2d_query.iter_mut() {
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for (entity, text, transform, calculated_size) in text2d_query.iter() {
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let (width, height) = (calculated_size.size.width, calculated_size.size.height);
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if let Some(text_layout) = text_pipeline.get_glyphs(&entity) {
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@ -416,7 +416,7 @@ pub fn queue_uinodes(
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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mut image_bind_groups: ResMut<UiImageBindGroups>,
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gpu_images: Res<RenderAssets<Image>>,
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mut ui_batches: Query<(Entity, &UiBatch)>,
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ui_batches: Query<(Entity, &UiBatch)>,
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mut views: Query<&mut RenderPhase<TransparentUi>>,
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events: Res<SpriteAssetEvents>,
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) {
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@ -441,7 +441,7 @@ pub fn queue_uinodes(
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let draw_ui_function = draw_functions.read().get_id::<DrawUi>().unwrap();
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let pipeline = pipelines.specialize(&mut pipeline_cache, &ui_pipeline, UiPipelineKey {});
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for mut transparent_phase in views.iter_mut() {
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for (entity, batch) in ui_batches.iter_mut() {
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for (entity, batch) in ui_batches.iter() {
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image_bind_groups
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.values
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.entry(batch.image.clone_weak())
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