Use radsort for Transparent2d PhaseItem sorting (#9882)
# Objective Fix a performance regression in the "[bevy vs pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark. This benchmark seems to have a slightly pathological distribution of `z` values -- Sprites are spawned with a random `z` value with a child sprite at `f32::EPSILON` relative to the parent. See discussion here: https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633 ## Solution Use `radsort` for sorting `Transparent2d` `PhaseItem`s. Use random `z` values in bevymark to stress the phase sort. Add an `--ordered-z` option to `bevymark` that uses the old behavior. ## Benchmarks mac m1 max | benchmark | fps before | fps after | diff | | - | - | - | - | | bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩 +11.6% | | bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 | 10.24 | 🟩 +6.2% | | bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥 -1.5% | | bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% | ## Discussion It's possible that `TransparentUi` should also change. We could probably use `slice::sort_unstable_by_key` with the current sort key though, as its items are always sorted and unique. I'd prefer to follow up later to look into that. Here's a survey of sorts used by other `PhaseItem`s #### slice::sort_by_key `Transparent2d`, `TransparentUi` #### radsort `Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`, `AlphaMask3dPrepass`, `Shadow` I also tried `slice::sort_unstable_by_key` with a compound sort key including `Entity`, but it didn't seem as promising and I didn't test it as thoroughly. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com>
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@ -106,7 +106,8 @@ impl PhaseItem for Transparent2d {
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#[inline]
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fn sort(items: &mut [Self]) {
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items.sort_by_key(|item| item.sort_key());
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// radsort is a stable radix sort that performed better than `slice::sort_by_key` or `slice::sort_unstable_by_key`.
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radsort::sort_by_key(items, |item| item.sort_key().0);
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}
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#[inline]
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@ -31,3 +31,4 @@ guillotiere = "0.6.0"
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thiserror = "1.0"
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rectangle-pack = "0.4"
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bitflags = "2.3"
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radsort = "0.1"
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@ -60,6 +60,10 @@ struct Args {
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/// the number of different textures from which to randomly select the material color. 0 means no textures.
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#[argh(option, default = "1")]
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material_texture_count: usize,
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/// generate z values in increasing order rather than randomly
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#[argh(switch)]
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ordered_z: bool,
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}
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#[derive(Default, Clone)]
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@ -163,6 +167,7 @@ struct BirdResources {
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color_rng: StdRng,
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material_rng: StdRng,
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velocity_rng: StdRng,
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transform_rng: StdRng,
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}
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#[derive(Component)]
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@ -204,6 +209,7 @@ fn setup(
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color_rng: StdRng::seed_from_u64(42),
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material_rng: StdRng::seed_from_u64(42),
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velocity_rng: StdRng::seed_from_u64(42),
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transform_rng: StdRng::seed_from_u64(42),
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};
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let text_section = move |color, value: &str| {
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@ -360,7 +366,12 @@ fn spawn_birds(
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Mode::Sprite => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = (current_count + count) as f32 * 0.00001;
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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@ -398,7 +409,12 @@ fn spawn_birds(
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Mode::Mesh2d => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = (current_count + count) as f32 * 0.00001;
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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