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Improve performance for many entities #3078
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…m` for all view query things now
…erialize blueprint
Wumpf
added
🚀 performance
Optimization, memory use, etc
📺 re_viewer
affects re_viewer itself
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Aug 22, 2023
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crates/re_space_view_spatial/src/contexts/annotation_context.rs
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crates/re_viewer_context/src/space_view/space_view_class_registry.rs
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Aug 25, 2023
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This reverts commit a399c0a.
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What
(.. at least fixes it well enough for the moment I reckon)
Improves both the per space view rendering and the space view adding heuristic. In particular on the later there's still significant gains to be made.
Most importantly we should be scaling now much better with number of added systems.
Went fairly early with the decision to have the primary datastructure to pass around be a
Map<System, Vec<Entity>>
(conceptual) instead of the other way round since this is what we need in the systems most of the time.This is another step towards a stronger contract of systems specifying what components they will query ahead of time!
The way it is implemented on thr (rename from
BlueprintTree
💥)SpaceViewContents
also paves the way for ui selection of systems for a given entity path which complements the ongoing work on our new data ingestion interfaces.Testcase:
examples/python/open_photogrammetry_format/main.py --no-frames
, fully reset viewer and then hiding NOT REMOVING the points (the world/pcl entity) and deselecting them.(The bold marked pieces are very important as they have an influence on what heuristics run - see #3077)
Before:
After:
(release runs, averaged over a bunch of frames on my M1 Max)
Highlights:
AppState::show
: 24.0ms ➡️ 14.6msSpaceViewBlueprint::scene_ui
: 4.9ms ➡️ 2.6msViewport::on_frame_start
: 15.2ms ➡️ 7.4msdefault_created_space_view
: 12.7ms ➡️ 5.1ms(slight number discrepancies from the screenshot are due to doing a different run)
Draft todo: Code sanity check. Suspecting some heuristics might be slightly broken, need to go through examples
Checklist