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UI Materials: don't reserve items on phase from inside the loop #10437

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12 changes: 6 additions & 6 deletions crates/bevy_ui/src/render/ui_material_pipeline.rs
Original file line number Diff line number Diff line change
Expand Up @@ -731,9 +731,12 @@ pub fn queue_ui_material_nodes<M: UiMaterial>(
{
let draw_function = draw_functions.read().id::<DrawUiMaterial<M>>();

for (entity, extracted_uinode) in extracted_uinodes.uinodes.iter() {
let material = render_materials.get(&extracted_uinode.material).unwrap();
for (view, mut transparent_phase) in &mut views {
for (view, mut transparent_phase) in &mut views {
transparent_phase
.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

let pipeline = pipelines.specialize(
&pipeline_cache,
&ui_material_pipeline,
Expand All @@ -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 }?

.items
.reserve(extracted_uinodes.uinodes.len());
transparent_phase.add(TransparentUi {
draw_function,
pipeline,
Expand Down