bevy/examples/shader
Chris Russell f7e112a3c9
Let query items borrow from query state to avoid needing to clone (#15396)
# Objective

Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.


## Solution

Let query items borrow from their query state.  

Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.

Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.

To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.

`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.

This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.

## Testing

I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:

(Red is main, yellow is chescock/bevy#5)

![image](https://github.com/user-attachments/assets/de900117-0c6a-431d-ab62-c013834f97a9)


## Migration Guide

The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.

Before: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

After: 

```rust
fn render<'w>(
    item: &P,
    view: ROQueryItem<'w, '_, Self::ViewQuery>,
    entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
    param: SystemParamItem<'w, '_, Self::Param>,
    pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```

---

Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.

Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```

After: 
```rust
let mut state: QueryState<_, _> = ...;

state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);

println!("{d1:?}");
println!("{d2:?}");
```
2025-06-16 21:05:41 +00:00
..
animate_shader.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
array_texture.rs Remove incorrect equality comparisons for asset load error types (#15890) 2024-10-14 01:00:45 +00:00
automatic_instancing.rs Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
compute_shader_game_of_life.rs Fix the game of life example panicking if the pipeline shader isn't ready on the first frame. (#19420) 2025-05-29 11:30:53 +00:00
custom_phase_item.rs Let query items borrow from query state to avoid needing to clone (#15396) 2025-06-16 21:05:41 +00:00
custom_post_processing.rs Don't reëxport bevy_image from bevy_render (#16163) 2024-11-10 06:54:38 +00:00
custom_render_phase.rs Let query items borrow from query state to avoid needing to clone (#15396) 2025-06-16 21:05:41 +00:00
custom_shader_instancing.rs Let query items borrow from query state to avoid needing to clone (#15396) 2025-06-16 21:05:41 +00:00
custom_vertex_attribute.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
extended_material_bindless.rs Add bindless support back to ExtendedMaterial. (#18025) 2025-04-09 15:34:44 +00:00
extended_material.rs Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068) 2024-10-24 21:16:00 +00:00
fallback_image.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
gpu_readback.rs Rename Trigger to On (#19596) 2025-06-12 18:22:33 +00:00
shader_defs.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
shader_material_2d.rs Add alpha mode implementation to shader_material_2d (#16603) 2025-01-28 05:09:30 +00:00
shader_material_bindless.rs Use global binding arrays for bindless resources. (#17898) 2025-02-21 05:55:36 +00:00
shader_material_glsl.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
shader_material_screenspace_texture.rs aligning public apis of Time,Timer and Stopwatch (#15962) 2024-10-16 21:09:32 +00:00
shader_material_wesl.rs Fix wesl in wasm and webgl2 (#18591) 2025-03-28 21:45:02 +00:00
shader_material.rs Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
shader_prepass.rs Update shader_prepass, testbed_2d, and first_person_view_model examples to use children! macro (#18270) 2025-03-22 22:35:20 +00:00
specialized_mesh_pipeline.rs Adopt consistent FooSystems naming convention for system sets (#18900) 2025-05-06 15:18:03 +00:00
storage_buffer.rs Add user supplied mesh tag (#17648) 2025-02-10 22:38:13 +00:00
texture_binding_array.rs Make StandardMaterial bindless. (#16644) 2024-12-10 17:48:56 +00:00