bevy/crates/bevy_pbr/src/render
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
..
build_indirect_params.wgsl Split out the IndirectParametersMetadata into CPU-populated and GPU-populated buffers. (#17863) 2025-02-18 00:53:44 +00:00
clustered_forward.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
fog.rs Remove Shader weak_handles from bevy_pbr (excluding meshlets). (#19365) 2025-05-27 22:32:47 +00:00
fog.wgsl
forward_io.wgsl
gpu_preprocess.rs Remove Shader weak_handles from bevy_pbr (excluding meshlets). (#19365) 2025-05-27 22:32:47 +00:00
light.rs Event Split: Event, EntityEvent, and BufferedEvent (#19647) 2025-06-15 16:46:34 +00:00
mesh_bindings.rs Allow clippy::too_many_arguments to lint without warnings (#17249) 2025-01-09 07:26:15 +00:00
mesh_bindings.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
mesh_functions.wgsl Helper function for getting inverse model matrix in WGSL shaders (#10462) 2025-03-06 16:43:22 +00:00
mesh_preprocess.wgsl Fix false positive GPU frustum culling (#17939) 2025-02-20 05:35:21 +00:00
mesh_types.wgsl Retain skins from frame to frame. (#17818) 2025-02-18 00:56:04 +00:00
mesh_view_bindings.rs Partially fix panics when setting WGPU_SETTINGS_PRIO=webgl2 (#18113) 2025-03-09 20:14:27 +00:00
mesh_view_bindings.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
mesh_view_types.wgsl fix distinct directional lights per view (#19147) 2025-05-30 19:35:55 +00:00
mesh.rs Let query items borrow from query state to avoid needing to clone (#15396) 2025-06-16 21:05:41 +00:00
mesh.wgsl Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
mod.rs Expose symbols needed to replicate SetMeshBindGroup in ecosystem crates. (#18613) 2025-03-31 18:27:40 +00:00
morph.rs Expose symbols needed to replicate SetMeshBindGroup in ecosystem crates. (#18613) 2025-03-31 18:27:40 +00:00
morph.wgsl
occlusion_culling.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
parallax_mapping.wgsl Use global binding arrays for bindless resources. (#17898) 2025-02-21 05:55:36 +00:00
pbr_ambient.wgsl Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167) 2025-03-05 23:08:46 +00:00
pbr_bindings.wgsl Make the StandardMaterial bindless index table have a fixed size regardless of the features that are enabled. (#18771) 2025-04-09 20:39:42 +00:00
pbr_fragment.wgsl Use global binding arrays for bindless resources. (#17898) 2025-02-21 05:55:36 +00:00
pbr_functions.wgsl fix distinct directional lights per view (#19147) 2025-05-30 19:35:55 +00:00
pbr_lighting.wgsl Fix specular cutoff on lights with radius overlapping with mesh (#19157) 2025-05-12 19:14:13 +00:00
pbr_prepass_functions.wgsl Fix shader pre-pass compile failure when using AlphaMode::Blend and a Mesh without UVs (0.16.0-rc.2) (#18602) 2025-03-30 01:25:42 +00:00
pbr_prepass.wgsl Add missing bindless imports in pbr_prepass.wgsl. (#18110) 2025-03-02 09:12:18 +00:00
pbr_transmission.wgsl Update typos (#17126) 2025-01-03 17:44:26 +00:00
pbr_types.wgsl Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
pbr.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
reset_indirect_batch_sets.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
rgb9e5.wgsl
shadow_sampling.wgsl Upgrade to wgpu v24 (#17542) 2025-02-09 19:40:53 +00:00
shadows.wgsl Implement percentage-closer soft shadows (PCSS). (#13497) 2024-09-18 18:07:17 +00:00
skin.rs Rename bevy_platform_support to bevy_platform (#18813) 2025-04-11 23:13:28 +00:00
skinning.wgsl Fix motion vector computation after #17688. (#17717) 2025-02-18 09:34:19 +00:00
utils.wgsl Per-meshlet compressed vertex data (#15643) 2024-10-08 18:42:55 +00:00
view_transformations.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
wireframe.wgsl Add binned 2d/3d Wireframe render phase (#18587) 2025-04-09 21:34:53 +00:00