Do not queue sprites/meshes if there are no views (#13)
* bevy_sprite2/_pbr2: Do not queue sprites/meshes if there are no views
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@ -488,6 +488,10 @@ pub fn queue_meshes(
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) {
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let mesh_meta = mesh_meta.into_inner();
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if view_meta.uniforms.len() == 0 {
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return;
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}
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light_meta.shadow_view_bind_group.get_or_insert_with(|| {
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render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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@ -44,6 +44,11 @@ impl<T: AsStd140> UniformVec<T> {
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})
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}
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#[inline]
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pub fn len(&self) -> usize {
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self.values.len()
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}
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#[inline]
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pub fn capacity(&self) -> usize {
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self.capacity
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@ -145,6 +150,11 @@ impl<T: AsStd140> DynamicUniformVec<T> {
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self.uniform_vec.binding()
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}
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#[inline]
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pub fn len(&self) -> usize {
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self.uniform_vec.len()
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}
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#[inline]
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pub fn capacity(&self) -> usize {
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self.uniform_vec.capacity()
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@ -36,7 +36,10 @@ impl RenderDevice {
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/// Creates a shader module from either SPIR-V or WGSL source code.
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#[inline]
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pub fn create_shader_module<'a>(&self, desc: impl Into<wgpu::ShaderModuleDescriptor<'a>>) -> wgpu::ShaderModule {
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pub fn create_shader_module<'a>(
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&self,
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desc: impl Into<wgpu::ShaderModuleDescriptor<'a>>,
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) -> wgpu::ShaderModule {
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self.device.create_shader_module(&desc.into())
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}
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@ -2,7 +2,18 @@ use crate::Sprite;
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::{prelude::*, system::SystemState};
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use bevy_math::{Mat4, Vec2, Vec3, Vec4Swizzles};
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use bevy_render2::{core_pipeline::Transparent2dPhase, mesh::{shape::Quad, Indices, Mesh, VertexAttributeValues}, render_asset::RenderAssets, render_graph::{Node, NodeRunError, RenderGraphContext}, render_phase::{Draw, DrawFunctions, Drawable, RenderPhase, TrackedRenderPass}, render_resource::*, renderer::{RenderContext, RenderDevice}, shader::Shader, texture::{BevyDefault, Image}, view::{ViewMeta, ViewUniform, ViewUniformOffset}};
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use bevy_render2::{
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core_pipeline::Transparent2dPhase,
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mesh::{shape::Quad, Indices, Mesh, VertexAttributeValues},
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render_asset::RenderAssets,
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render_graph::{Node, NodeRunError, RenderGraphContext},
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render_phase::{Draw, DrawFunctions, Drawable, RenderPhase, TrackedRenderPass},
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render_resource::*,
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renderer::{RenderContext, RenderDevice},
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shader::Shader,
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texture::{BevyDefault, Image},
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view::{ViewMeta, ViewUniform, ViewUniformOffset},
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};
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::slab::{FrameSlabMap, FrameSlabMapKey};
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use bytemuck::{Pod, Zeroable};
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@ -276,6 +287,10 @@ pub fn queue_sprites(
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gpu_images: Res<RenderAssets<Image>>,
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mut views: Query<&mut RenderPhase<Transparent2dPhase>>,
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) {
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if view_meta.uniforms.len() == 0 {
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return;
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}
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// TODO: define this without needing to check every frame
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sprite_meta.view_bind_group.get_or_insert_with(|| {
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render_device.create_bind_group(&BindGroupDescriptor {
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