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Cleanup: Use Parallel in extract_meshes#12084

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alice-i-cecile merged 2 commits intobevyengine:mainfrom
james7132:cleanup-parallel-extract-meshes
Feb 25, 2024
Merged

Cleanup: Use Parallel in extract_meshes#12084
alice-i-cecile merged 2 commits intobevyengine:mainfrom
james7132:cleanup-parallel-extract-meshes

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Objective

#7348 added bevy_utils::Parallel and replaced the usage of the ThreadLocal<Cell<Vec<...>>> in check_visibility, but we were also using it in extract_meshes.

Solution

Refactor the system to use Parallel instead.

@james7132 james7132 added A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change labels Feb 24, 2024
@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Feb 25, 2024
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Feb 25, 2024
Merged via the queue into bevyengine:main with commit fd91c61 Feb 25, 2024
msvbg pushed a commit to msvbg/bevy that referenced this pull request Feb 26, 2024
# Objective
bevyengine#7348 added `bevy_utils::Parallel` and replaced the usage of the
`ThreadLocal<Cell<Vec<...>>>` in `check_visibility`, but we were also
using it in `extract_meshes`.

## Solution
Refactor the system to use `Parallel` instead.
msvbg pushed a commit to msvbg/bevy that referenced this pull request Feb 26, 2024
# Objective
bevyengine#7348 added `bevy_utils::Parallel` and replaced the usage of the
`ThreadLocal<Cell<Vec<...>>>` in `check_visibility`, but we were also
using it in `extract_meshes`.

## Solution
Refactor the system to use `Parallel` instead.
@james7132 james7132 deleted the cleanup-parallel-extract-meshes branch March 10, 2024 07:29
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A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it

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3 participants