Refactor instance update flow, asset registry, and texture IO
- Renamed AddInstanceRequest to UpdateInstanceRequest; unified add/update logic for GPU instances - Introduced UpdateGPUInstanceSystem to handle changed MeshInstance components - Replaced QueryBuilder.Create() with QueryBuilder.New() for consistency - Switched versioning in ChunkView HasChanged/HasStructuralChanged to uint - Added extension-to-AssetType mapping in AssetHandlerRegistry - Changed TextureAssetHandler/Processor to use nint for image data - Enhanced DDS cache: read mipmap count, handle invalid files - Updated ProjectBrowserViewModel to use IAssetRegistry - Upgraded Misaki.HighPerformance and System.IO.Hashing packages - Set DependencyChainCapacity in JobSchedulerDesc - Fixed instance buffer logic in GhostRenderPipeline - Miscellaneous cleanups and namespace improvements
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@@ -10,7 +10,7 @@ namespace Ghost.Engine.RenderPipeline;
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internal sealed class GhostRenderPayload : IRenderPayload
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{
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public struct AddInstanceRequest
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public struct UpdateInstanceRequest
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{
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public MeshInstance meshInstance;
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public float4x4 localToWorld;
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@@ -27,7 +27,7 @@ internal sealed class GhostRenderPayload : IRenderPayload
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private UnsafeList<RenderRequest> _renderRequests;
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private readonly ConcurrentQueue<AddInstanceRequest> _addRequest;
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private readonly ConcurrentQueue<UpdateInstanceRequest> _updateRequest;
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private readonly ConcurrentQueue<RemoveInstanceRequest> _removeRequest;
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private uint _instanceCountBefore;
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@@ -35,7 +35,7 @@ internal sealed class GhostRenderPayload : IRenderPayload
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public ReadOnlySpan<RenderRequest> RenderRequests => _renderRequests;
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public ConcurrentQueue<AddInstanceRequest> AddRequest => _addRequest;
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public ConcurrentQueue<UpdateInstanceRequest> UpdateRequest => _updateRequest;
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public ConcurrentQueue<RemoveInstanceRequest> RemoveRequest => _removeRequest;
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public uint InstanceCountBefore => _instanceCountBefore;
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public uint InstanceCount => _instanceCount;
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@@ -45,7 +45,7 @@ internal sealed class GhostRenderPayload : IRenderPayload
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_renderPipeline = renderPipeline;
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_renderRequests = new UnsafeList<RenderRequest>(4, Misaki.HighPerformance.LowLevel.Buffer.AllocationHandle.Persistent);
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_addRequest = new ConcurrentQueue<AddInstanceRequest>();
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_updateRequest = new ConcurrentQueue<UpdateInstanceRequest>();
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_removeRequest = new ConcurrentQueue<RemoveInstanceRequest>();
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}
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@@ -59,10 +59,15 @@ internal sealed class GhostRenderPayload : IRenderPayload
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{
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var index = _renderPipeline.GPUScene.AddInstance();
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_addRequest.Enqueue(new AddInstanceRequest { instanceId = index, localToWorld = ltw, meshInstance = meshInstance });
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_updateRequest.Enqueue(new UpdateInstanceRequest { instanceId = index, localToWorld = ltw, meshInstance = meshInstance });
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return index;
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}
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public void UpdateInstance(uint instanceId, float4x4 ltw, ref readonly MeshInstance meshInstance)
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{
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_updateRequest.Enqueue(new UpdateInstanceRequest { instanceId = instanceId, localToWorld = ltw, meshInstance = meshInstance });
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}
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public void RemoveInstance(uint instanceId)
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{
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var swapWithInstanceId = _renderPipeline.GPUScene.RemoveInstance(instanceId);
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@@ -81,13 +86,13 @@ internal sealed class GhostRenderPayload : IRenderPayload
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{
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// We capture the count here to prevent that main thread continues to add more requests for next frame while the render thread is still processing current frame's requests.
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_instanceCount = _renderPipeline.GPUScene.InstanceCount;
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Logger.DebugAssert(_instanceCount == _instanceCountBefore + (uint)_addRequest.Count - (uint)_removeRequest.Count);
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Logger.DebugAssert(_instanceCount == _instanceCountBefore + (uint)_updateRequest.Count - (uint)_removeRequest.Count);
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}
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public void Reset()
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{
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_renderRequests.Clear();
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_addRequest.Clear();
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_updateRequest.Clear();
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_removeRequest.Clear();
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}
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