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[Merged by Bors] - Filter material handles on extraction #4178

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@superdump superdump commented Mar 11, 2022

Objective

  • While optimising many_cubes, I noticed that all material handles are extracted regardless of whether the entity to which the handle belongs is visible or not. As such >100k handles are extracted when only <20k are visible.

Solution

  • Only extract material handles of visible entities.
  • This improves many_cubes -- sphere from ~42fps to ~48fps. It reduces not only the extraction time but also system commands time. Handle<StandardMaterial> extraction and its system commands went from 0.522ms + 3.710ms respectively, to 0.267ms + 0.227ms an 88% reduction for this system for this case. It's very view dependent but...

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Mar 11, 2022
@superdump superdump added A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times and removed S-Needs-Triage This issue needs to be labelled labels Mar 11, 2022
crates/bevy_pbr/src/material.rs Outdated Show resolved Hide resolved
crates/bevy_pbr/src/material.rs Outdated Show resolved Hide resolved
query: Query<(Entity, &ComputedVisibility, &Handle<M>)>,
mut prev_len: Local<usize>,
) {
let mut materials = Vec::with_capacity(*prev_len);
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This seems overly elaborate: I would prefer to rebase off of #4244 and use the size hint.

@alice-i-cecile
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General idea makes a ton of sense, and those perf wins are great. IMO we should prioritize #4244 and build off of it for this to have a faster and less bespoke approach to get the query's size.

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General idea makes a ton of sense, and those perf wins are great. IMO we should prioritize #4244 and build off of it for this to have a faster and less bespoke approach to get the query's size.

Do we have to make PRs wait on other PRs when we don't know how long other PRs may take to merge? I think it's better to address the things that need changing due to something like #4244 across the codebase in #4244 or a follow-up to it. And then try to make sure that those patterns / APIs are used in PRs that are merged after.

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Totally fair. Can you please make a TODO then @superdump?

@@ -201,7 +201,6 @@ impl<M: SpecializedMaterial> Default for MaterialPlugin<M> {
impl<M: SpecializedMaterial> Plugin for MaterialPlugin<M> {
fn build(&self, app: &mut App) {
app.add_asset::<M>()
.add_plugin(ExtractComponentPlugin::<Handle<M>>::default())
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why didn't you add the visibility filter in the general plugin instead of doing a custom version for just material?

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You can only filter on component presence? ComputedVisibility is a bool. When I was benchmarking using ComputedVisibility as a marker component, I would then use it as a filter. But the adding/removing of a ComputedVisibility marker component had significant cost as I recall

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I mean doing

--- a/crates/bevy_render/src/render_component.rs
+++ b/crates/bevy_render/src/render_component.rs
@@ -164,13 +164,15 @@ impl<T: Asset> ExtractComponent for Handle<T> {
 fn extract_components<C: ExtractComponent>(
     mut commands: Commands,
     mut previous_len: Local<usize>,
-    mut query: StaticSystemParam<Query<(Entity, C::Query), C::Filter>>,
+    mut query: StaticSystemParam<Query<(Entity, ComputedVisibility, C::Query), C::Filter>>,
 ) where
     <C::Filter as WorldQuery>::Fetch: FilterFetch,
 {
     let mut values = Vec::with_capacity(*previous_len);
-    for (entity, query_item) in query.iter_mut() {
-        values.push((entity, (C::extract_component(query_item),)));
+    for (entity, computed_visiblity, query_item) in query.iter_mut() {
+        if computed_visiblity.is_visible {
+            values.push((entity, (C::extract_component(query_item),)));
+        }
     }
     *previous_len = values.len();
     commands.insert_or_spawn_batch(values);

so that all ExtractComponentPlugin would check for visibility

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Then all components being extracted would have to have a ComputedVisibility component. I suppose you could use an Option<> in the query. And if maybe_computed_visibility.is_none() or maybe_computed_visibility.unwrap().is_visible but it also feels a bit unexpected perhaps?

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Do we have the guarantee that all SpecializedMaterial will have the component ComputedVisibility?

It could make sense to use ComputedVisibility as a global filter on everything that will be extracted?

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I agree that hard-coding here feels odd given how general this is. Visibility is pretty generalized, but I imagine it isn't "exactly" as general as the concept of "component extraction". Maybe we just need an ExtractVisibleComponentPlugin variant? Or an ExtractComponentPlugin::<T>::extract_visible() constructor?

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How about a query that includes Option<ComputedVisibility> and extracts if maybe_computed_visibility.map_or(true, |computed_visibility| computed_visibility.is_visible)?

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that feels like it would make all extract a little slower when we should be able to say at build time wether there is the ComputedVisibility component or not

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The alternative that I see is to have two separate queries, one with ComputedVisibility in it, one with a Without filter.

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yup, following Cart suggestion of using ExtractComponentPlugin::<T>::extract_visible() instead of ExtractComponentPlugin::<T>::default() to trigger using the filtered query sounds nice to me

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this wouldn't really be improved by #4244: the computed_visibility.is_visible step is a filter which would lose the exact size iterator property of a known size

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superdump commented Mar 25, 2022

Totally fair. Can you please make a TODO then @superdump?

Will do when I’m at my computer.

EDIT: Or not due to the filter comment above.

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alice-i-cecile commented Mar 25, 2022

this wouldn't really be improved by #4244: the computed_visibility.is_visible step is a filter which would lose the exact size iterator property of a known size

Ah yep, you're right there. Sorry for misleading; and skip the TODO.

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I think this is a good idea, but I do think this should be generalized and applied where relevant rather than hard coding it.

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I've retested after the extract_visible() constructor suggestion with many_cubes -- sphere for the extraction system and its corresponding system commands spans.
main: 0.519ms + 3.52ms
this: 0.386ms + 0.221ms

Not sure why extraction of StandardMaterial handles is now about 0.1ms slower than I measured before, but it's still faster and way faster system commands as most of the entities are not visible.

@superdump superdump force-pushed the filter-material-handles branch from 3b4d0a5 to 9b3d816 Compare May 3, 2022 11:21
@superdump
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I think this is a good idea, but I do think this should be generalized and applied where relevant rather than hard coding it.

Done. I looked over the places using ExtractComponentPlugin and it's only used for 2D/3D materials currently, outside of examples. I chose to leave the examples using ::default() to not add noise to them as that argument has been used previously. 2D doesn't use culling... though I just realised it does have ComputedVisibility if only for propagated Visibility and RenderLayers. I'll switch it to extract_visible() there too. Beyond that we maybe 'need to' port extraction of other components to ExtractComponentPlugin, but that could be a separate PR in my opinion.

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cart commented May 3, 2022

bors r+

bors bot pushed a commit that referenced this pull request May 3, 2022
# Objective

- While optimising many_cubes, I noticed that all material handles are extracted regardless of whether the entity to which the handle belongs is visible or not. As such >100k handles are extracted when only <20k are visible.

## Solution

- Only extract material handles of visible entities.
- This improves `many_cubes -- sphere` from ~42fps to ~48fps. It reduces not only the extraction time but also system commands time. `Handle<StandardMaterial>` extraction and its system commands went from 0.522ms + 3.710ms respectively, to 0.267ms + 0.227ms an 88% reduction for this system for this case. It's very view dependent but...
@bors bors bot changed the title Filter material handles on extraction [Merged by Bors] - Filter material handles on extraction May 3, 2022
@bors bors bot closed this May 3, 2022
exjam pushed a commit to exjam/bevy that referenced this pull request May 22, 2022
# Objective

- While optimising many_cubes, I noticed that all material handles are extracted regardless of whether the entity to which the handle belongs is visible or not. As such >100k handles are extracted when only <20k are visible.

## Solution

- Only extract material handles of visible entities.
- This improves `many_cubes -- sphere` from ~42fps to ~48fps. It reduces not only the extraction time but also system commands time. `Handle<StandardMaterial>` extraction and its system commands went from 0.522ms + 3.710ms respectively, to 0.267ms + 0.227ms an 88% reduction for this system for this case. It's very view dependent but...
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

- While optimising many_cubes, I noticed that all material handles are extracted regardless of whether the entity to which the handle belongs is visible or not. As such >100k handles are extracted when only <20k are visible.

## Solution

- Only extract material handles of visible entities.
- This improves `many_cubes -- sphere` from ~42fps to ~48fps. It reduces not only the extraction time but also system commands time. `Handle<StandardMaterial>` extraction and its system commands went from 0.522ms + 3.710ms respectively, to 0.267ms + 0.227ms an 88% reduction for this system for this case. It's very view dependent but...
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5 participants