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UI stack partition #20870
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UI stack partition #20870
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… the same root and globalzindex.
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Labels
A-Picking
Pointing at and selecting objects of all sorts
A-UI
Graphical user interfaces, styles, layouts, and widgets
C-Code-Quality
A section of code that is hard to understand or change
C-Performance
A change motivated by improving speed, memory usage or compile times
D-Modest
A "normal" level of difficulty; suitable for simple features or challenging fixes
S-Needs-Review
Needs reviewer attention (from anyone!) to move forward
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Objective
In the UI picking and rendering systems, we first query for all the pickable or renderable UI nodes and then query per node for the details of the camera and its render target. But the typical application using Bevy UI will have hundreds of UI nodes and just one UI camera, so this is extremely inefficient.
Instead, we can partition the UI stack into disjoint slices where all the UI nodes in each slice have the same camera target. Then perform any camera and render target lookups per slice, instead of per node.
Solution
Partition the UI stack into disjoint layers of nodes sharing the same camera target.
partition: Vec<Range<usize>>
field toUiStack
.ui_stack_system
.ui_focus_system
andui_picking
.Splitting the rendering changes off into their own PR.
Testing
Some basic checks have been added to the existing
test_ui_stack_system
andtest_with_equal_global_zindex_zindex_decides_order
tests.Examples like
ui_target_camera
,viewport_node
andui_drag_and_drop
can be used to test the changes.Showcase
yellow this PR, red main:
cargo run --example many_buttons --release --features bevy/trace_tracy
ui_picking
ui_stack_system