feat(graphics): improve rendering pipeline and docs
- Refactor D3D12 backend and RenderGraph module - Update graphics RHI and core rendering components - Add Random.hlsl shader include - Regenerate API documentation and update user guides
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doc/_site/docs/query-benchmark.html
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doc/_site/docs/query-benchmark.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>Query Benchmark | GhostEngine </title>
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="title" content="Query Benchmark | GhostEngine ">
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<meta name="loc:inThisArticle" content="In this article">
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<meta name="loc:searchResultsCount" content="{count} results for "{query}"">
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<a class="navbar-brand" href="../index.html">
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<img id="logo" class="svg" src="../logo.svg" alt="GhostEngine">
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GhostEngine
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</a>
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<h5 class="offcanvas-title" id="tocOffcanvasLabel">Table of Contents</h5>
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</div>
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<article data-uid="">
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<h1 id="query-benchmark">Query Benchmark</h1>
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<p>This page summarizes the query performance benchmark in <code>src/Test/Ghost.Entities.Test/QueryBenchmark.cs</code>.</p>
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<h2 id="goal">Goal</h2>
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<p>Compare update throughput between:</p>
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<ul>
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<li>Classic managed object array iteration (<code>GameObject[]</code>).</li>
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<li>ECS chunk iteration through <code>EntityQuery</code>.</li>
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</ul>
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<p>The benchmark updates one million items in both paths.</p>
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<h2 id="benchmark-setup">Benchmark Setup</h2>
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<pre><code class="lang-csharp">[GlobalSetup]
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public void Setup()
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{
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_world = World.Create(entityCapacity: 1_000_000);
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_gameObjects = new GameObject[1_000_000];
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using var scope = AllocationManager.CreateStackScope();
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var componentSet = new ComponentSet(scope.AllocationHandle, ComponentTypeID<Position>.Value);
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_world.EntityManager.CreateEntities(1_000_000, componentSet);
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_queryIdentifier = new QueryBuilder().WithAllRW<Position>().Build(_world);
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}
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</code></pre>
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<p>Two benchmark methods:</p>
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<pre><code class="lang-csharp">[Benchmark]
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public void QueryGameObjects()
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{
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for (var i = 0; i < _gameObjects.Length; i++)
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{
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_gameObjects[i].Position += new Vector4(_dt, _dt, _dt, 0);
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}
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}
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[Benchmark(Baseline = true)]
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public void QueryEntities()
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{
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ref var query = ref _world.ComponentManager.GetEntityQueryReference(_queryIdentifier);
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foreach (var chunkView in query.GetChunkIterator())
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{
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var positions = chunkView.GetComponentDataRW<Position>();
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ref var address = ref MemoryMarshal.GetReference(positions);
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for (var i = 0; i < positions.Length; i++)
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{
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Unsafe.Add(ref address, i).value += new Vector4(_dt, _dt, _dt, 0);
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}
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}
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}
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</code></pre>
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<h2 id="notes-on-measurement">Notes on Measurement</h2>
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<ul>
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<li>The benchmark enables hardware counters (<code>CacheMisses</code>, <code>LlcReference</code>, <code>InstructionRetired</code>) for deeper analysis.</li>
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<li>ECS path uses chunk traversal and contiguous component storage.</li>
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<li><code>Unsafe.Add</code> avoids bounds-check overhead inside the inner loop.</li>
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</ul>
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<h2 id="running-the-benchmark">Running the Benchmark</h2>
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<p>From <code>src/</code>:</p>
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<pre><code class="lang-shell">dotnet run --project Test/Ghost.Entities.Test/Ghost.Entities.Test.csproj -c Release
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</code></pre>
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<p>The current <code>Program.cs</code> already executes <code>BenchmarkRunner.Run<QueryBenchmark>()</code>.</p>
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<h2 id="interpreting-results">Interpreting Results</h2>
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<p>When comparing output, evaluate both runtime and counters:</p>
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<ul>
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<li>Lower execution time for target workload.</li>
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<li>Lower cache miss rates under similar work.</li>
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<li>Reasonable instruction count for equivalent behavior.</li>
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</ul>
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<p>Use this benchmark as a template for your own data-oriented workload comparisons.</p>
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</article>
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