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UI Materials: don't reserve items on phase from inside the loop #10437
UI Materials: don't reserve items on phase from inside the loop #10437
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.items | ||
.reserve(extracted_uinodes.uinodes.len()); | ||
for (entity, extracted_uinode) in extracted_uinodes.uinodes.iter() { | ||
let material = render_materials.get(&extracted_uinode.material).unwrap(); |
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This means the material will have to be looked up once per view per entity instead of once per entity
@@ -742,9 +745,6 @@ pub fn queue_ui_material_nodes<M: UiMaterial>( | |||
bind_group_data: material.key.clone(), | |||
}, | |||
); | |||
transparent_phase |
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Why not if items.len() < uinodes.len() { reserve diff }?
Removing from 0.12.1: not straightforward, and not essential. |
updated in #15919 |
# Objective - UI materials reserve too much capacity in a vec: for every node in the transparent phase, it reserves enough memory to store all the nodes - Update #10437 ## Solution - Only reserve extra memory if there's not enough - Only reserve the needed memory, not more
Objective
Solution