feat(rendering): add GPU scene updates and optimizations

Added a new `code-executor` agent with strict TDD and performance focus. Refactored `TextureProcessor` and `TextureAssetHandler` to use `Magick.NET` for image processing. Enhanced `GPUScene` with `InstanceCounterBuffer` and improved instance management. Introduced a compute shader for GPU scene updates. Updated `GhostRenderPipeline` to handle add/remove instance buffers.

BREAKING CHANGE: Removed `x86` platform support and replaced `CachesFolderPath` with `LibraryFolderPath`. Updated project dependencies and removed unused utility classes.
This commit is contained in:
2026-04-14 17:56:23 +09:00
parent 817b32b8d9
commit d9bfa43663
28 changed files with 517 additions and 459 deletions

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@@ -219,7 +219,11 @@ public static class Logger
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Error(object? message)
{
s_logger.Log(message?.ToString() ?? "null", LogLevel.Error);
var messageStr = message?.ToString() ?? "null";
s_logger.Log(messageStr, LogLevel.Error);
#if DEBUG
System.Diagnostics.Debug.Fail(messageStr);
#endif
}
[StackTraceHidden]
@@ -227,13 +231,21 @@ public static class Logger
public static void Error(string message)
{
s_logger.Log(message, LogLevel.Error);
#if DEBUG
System.Diagnostics.Debug.Fail(message);
#endif
}
[StackTraceHidden]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Error(string format, params object?[] args)
{
s_logger.Log(string.Format(format, args), LogLevel.Error);
var message = string.Format(format, args);
s_logger.Log(message, LogLevel.Error);
#if DEBUG
System.Diagnostics.Debug.Fail(message);
#endif
}
[StackTraceHidden]
@@ -241,6 +253,10 @@ public static class Logger
public static void Error(Exception ex)
{
s_logger.Log(ex);
#if DEBUG
System.Diagnostics.Debug.Fail(ex.Message);
#endif
}
[StackTraceHidden]

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@@ -1,5 +0,0 @@
namespace Ghost.Core.Utilities;
internal class EnumUtility
{
}

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@@ -1,12 +0,0 @@
using Ghost.Core.Contracts;
namespace Ghost.Core.Utilities;
internal static class InternalResource
{
public static void Release<T>(ref T? resource)
where T : IReleasable
{
resource?.InternalRelease();
}
}

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@@ -1,39 +0,0 @@
using Misaki.HighPerformance.LowLevel;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using TerraFX.Interop.Windows;
namespace Ghost.Core.Utilities;
[SupportedOSPlatform("windows10.0.19041.0")]
internal static unsafe partial class Win32Utility
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ComPtr<T> Move<T>(ref this ComPtr<T> comPtr)
where T : unmanaged, IUnknown.Interface
{
var copy = default(ComPtr<T>);
comPtr.Swap(ref copy);
return copy;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool HasFlag<T>(this uint flags, T flag)
where T : Enum
{
return (flags & Unsafe.As<T, uint>(ref flag)) != 0;
}
extension(MemoryLeakException)
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ThrowIfRefCountNonZero(uint count)
{
if (count != 0)
{
throw new MemoryLeakException($"Reference count is not zero: {count}");
}
}
}
}

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@@ -1,16 +1,9 @@
using Ghost.Core.Graphics;
using Ghost.Entities;
using Ghost.Engine.RenderPipeline;
using Ghost.Graphics;
using Misaki.HighPerformance.Jobs;
namespace Ghost.Engine;
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
internal class EngineEntryAttribute : Attribute
{
}
[EngineEntry]
public sealed partial class EngineCore : IDisposable
{
private readonly JobScheduler _jobScheduler;
@@ -27,12 +20,11 @@ public sealed partial class EngineCore : IDisposable
{
FrameBufferCount = 2,
GraphicsAPI = GraphicsAPI.Direct3D12,
InitialRenderPipelineSettings = null! // TODO: We should allow user to specify the initial render pipeline settings.
InitialRenderPipelineSettings = new GhostRenderPipelineSettings(),
ShaderCacheDirectory = "ShaderCache",
};
_renderSystem = new RenderSystem(renderingConfig);
ComponentRegistry.GetOrRegisterComponentID<ManagedEntityRef>();
}
public void Dispose()

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@@ -9,6 +9,7 @@ internal unsafe class GPUScene : IDisposable
private readonly IResourceDatabase _resourceDatabase;
private Handle<GPUBuffer> _sceneBuffer;
private Handle<GPUBuffer> _instanceCounterBuffer;
private uint _instanceCount;
private uint _capacity;
@@ -16,6 +17,8 @@ internal unsafe class GPUScene : IDisposable
private bool _disposed;
public Handle<GPUBuffer> SceneBuffer => _sceneBuffer;
public Handle<GPUBuffer> InstanceCounterBuffer => _instanceCounterBuffer;
public uint InstanceCount => Volatile.Read(ref _instanceCount);
internal GPUScene(IResourceAllocator resourceAllocator, IResourceDatabase resourceDatabase, uint initialCount)
{
@@ -30,9 +33,20 @@ internal unsafe class GPUScene : IDisposable
HeapType = HeapType.Default,
};
var counterBufferDesc = new BufferDesc
{
Size = sizeof(uint),
Stride = sizeof(uint),
Usage = BufferUsage.Structured | BufferUsage.UnorderedAccess | BufferUsage.ShaderResource,
HeapType = HeapType.Default,
};
_sceneBuffer = _resourceAllocator.CreateBuffer(in bufferDesc, "SceneBuffer");
Logger.DebugAssert(_sceneBuffer.IsValid, "Failed to create GPUScene buffer.");
_instanceCounterBuffer = _resourceAllocator.CreateBuffer(in counterBufferDesc, "SceneInstanceCounterBuffer");
Logger.DebugAssert(_instanceCounterBuffer.IsValid, "Failed to create GPUScene instance counter buffer.");
_capacity = initialCount;
}
@@ -55,7 +69,7 @@ internal unsafe class GPUScene : IDisposable
{
Size = newCapacity * (ulong)sizeof(InstanceData),
Stride = (uint)sizeof(InstanceData),
Usage = BufferUsage.Structured | BufferUsage.UnorderedAccess | BufferUsage.ShaderResource,
Usage = BufferUsage.Raw | BufferUsage.UnorderedAccess | BufferUsage.ShaderResource,
HeapType = HeapType.Default,
};
@@ -88,7 +102,7 @@ internal unsafe class GPUScene : IDisposable
{
if (index < 0 || index >= _capacity)
{
return ~0u;
return uint.MaxValue;
}
// Return the last index. We will swap the last instance data with the removed index on gpu to keep the buffer compact.
@@ -104,6 +118,7 @@ internal unsafe class GPUScene : IDisposable
}
_resourceDatabase.ReleaseResource(_sceneBuffer.AsResource());
_resourceDatabase.ReleaseResource(_instanceCounterBuffer.AsResource());
_disposed = true;
GC.SuppressFinalize(this);

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@@ -2,8 +2,11 @@ using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Services;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
namespace Ghost.Engine.RenderPipeline;
[GenerateShaderProperty("Internal/UpdateGPUScene")]
@@ -18,8 +21,96 @@ public partial struct UpdateGPUSceneShaderProperty
internal partial class GhostRenderPipeline
{
public void UpdateGPUScene(RenderContext ctx, Handle<GPUBuffer> addBuffer, int addCount, Handle<GPUBuffer> removeBuffer, int removeCount)
private static unsafe Handle<GPUBuffer> CreateAddInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
{
if (!ghostPayload.AddRequest.IsEmpty)
{
var addDesc = new BufferDesc
{
Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<AddInstanceData>(),
Stride = (uint)MemoryUtility.SizeOf<AddInstanceData>(),
Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
HeapType = HeapType.Upload
};
var addBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Add Instance Buffer");
var pAddData = (AddInstanceData*)resourceDatabase.MapResource(addBuffer.AsResource(), 0, null);
var i = 0;
while (ghostPayload.AddRequest.TryDequeue(out var addRequest))
{
var (mesh, error) = resourceManager.GetMeshReference(addRequest.meshInstance.mesh);
if (error.IsFailure)
{
Logger.Error($"Failed to get mesh reference for mesh instance with ID {addRequest.instanceId}");
continue;
}
pAddData[i] = new AddInstanceData
{
localToWorld = addRequest.localToWorld,
instanceID = addRequest.instanceId,
meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
materialPalette = (uint)addRequest.meshInstance.materialPalette.Value,
renderingLayerMask = addRequest.meshInstance.renderingLayerMask,
shadowCastingMode = (uint)addRequest.meshInstance.shadowCastingMode
};
i++;
}
resourceDatabase.UnmapResource(addBuffer.AsResource(), 0, null);
count = i;
return addBuffer;
}
count = 0;
return default;
}
private static unsafe Handle<GPUBuffer> CreateRemoveInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
{
if (!ghostPayload.RemoveRequest.IsEmpty)
{
var addDesc = new BufferDesc
{
Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<RemoveInstanceData>(),
Stride = (uint)MemoryUtility.SizeOf<RemoveInstanceData>(),
Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
HeapType = HeapType.Upload
};
var removeBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Remove Instance Buffer");
var pRemoveData = (RemoveInstanceData*)resourceDatabase.MapResource(removeBuffer.AsResource(), 0, null);
var i = 0;
while (ghostPayload.RemoveRequest.TryDequeue(out var removeRequest))
{
pRemoveData[i] = new RemoveInstanceData
{
instanceID = removeRequest.instanceId,
swapWithInstanceID = removeRequest.swapWithInstanceId
};
i++;
}
resourceDatabase.UnmapResource(removeBuffer.AsResource(), 0, null);
count = i;
return removeBuffer;
}
count = 0;
return default;
}
public void UpdateGPUScene(RenderContext ctx, GhostRenderPayload payload)
{
var addBuffer = CreateAddInstanceBuffer(payload, ctx.ResourceManager, ctx.ResourceDatabase, out var addCount);
var removeBuffer = CreateRemoveInstanceBuffer(payload, ctx.ResourceManager, ctx.ResourceDatabase, out var removeCount);
if (addCount <= 0 && removeCount <= 0)
{
Logger.DebugAssert(addBuffer.IsInvalid && removeBuffer.IsInvalid, "Buffers should be invalid when there are no updates.");
@@ -42,7 +133,7 @@ internal partial class GhostRenderPipeline
};
// TODO: Write and load the shader. This is just a placeholder for now.
var shader = default(Handle<ComputeShader>);
var shader = Handle<ComputeShader>.Invalid;
var keywords = new LocalKeywordSet();
ctx.DispatchCompute(shader, 0, in keywords, in property, new uint3());

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@@ -2,11 +2,7 @@ using Ghost.Core;
using Ghost.Graphics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderGraphModule;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Services;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
using System.Diagnostics;
namespace Ghost.Engine.RenderPipeline;
@@ -15,7 +11,7 @@ internal partial class GhostRenderPipeline : IRenderPipeline
private struct AddInstanceData
{
public float4x4 localToWorld;
public uint instanceId;
public uint instanceID;
public uint meshBuffer;
public uint materialPalette;
public uint renderingLayerMask;
@@ -24,8 +20,8 @@ internal partial class GhostRenderPipeline : IRenderPipeline
private struct RemoveInstanceData
{
public uint instanceId;
public uint swapWithInstanceId;
public uint instanceID;
public uint swapWithInstanceID;
}
private readonly RenderSystem _renderSystem;
@@ -43,109 +39,18 @@ internal partial class GhostRenderPipeline : IRenderPipeline
_gpuScene = new GPUScene(renderSystem.GraphicsEngine.ResourceAllocator, renderSystem.GraphicsEngine.ResourceDatabase, 102_400u); // 102.4k objects should be enough for now
}
private static unsafe Handle<GPUBuffer> CreateAddInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
{
if (!ghostPayload.AddRequest.IsEmpty)
{
var addDesc = new BufferDesc
{
Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<AddInstanceData>(),
Stride = (uint)MemoryUtility.SizeOf<AddInstanceData>(),
Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
HeapType = HeapType.Upload
};
var addBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Add Instance Buffer");
var pAddData = (AddInstanceData*)resourceDatabase.MapResource(addBuffer.AsResource(), 0, null);
var i = 0;
while (ghostPayload.AddRequest.TryDequeue(out var addRequest))
{
var (mesh, error) = resourceManager.GetMeshReference(addRequest.meshInstance.mesh);
if (error.IsFailure)
{
Debug.Fail($"Failed to get mesh reference for mesh instance with ID {addRequest.instanceId}");
continue;
}
pAddData[i] = new AddInstanceData
{
localToWorld = addRequest.localToWorld,
instanceId = addRequest.instanceId,
meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
materialPalette = (uint)addRequest.meshInstance.materialPalette.Value,
renderingLayerMask = addRequest.meshInstance.renderingLayerMask,
shadowCastingMode = (uint)addRequest.meshInstance.shadowCastingMode
};
i++;
}
resourceDatabase.UnmapResource(addBuffer.AsResource(), 0, null);
count = i;
return addBuffer;
}
count = 0;
return default;
}
private static unsafe Handle<GPUBuffer> CreateRemoveInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
{
if (!ghostPayload.RemoveRequest.IsEmpty)
{
var addDesc = new BufferDesc
{
Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<RemoveInstanceData>(),
Stride = (uint)MemoryUtility.SizeOf<RemoveInstanceData>(),
Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
HeapType = HeapType.Upload
};
var removeBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Remove Instance Buffer");
var pRemoveData = (RemoveInstanceData*)resourceDatabase.MapResource(removeBuffer.AsResource(), 0, null);
var i = 0;
while (ghostPayload.RemoveRequest.TryDequeue(out var removeRequest))
{
pRemoveData[i] = new RemoveInstanceData
{
instanceId = removeRequest.instanceId,
swapWithInstanceId = removeRequest.swapWithInstanceId
};
i++;
}
resourceDatabase.UnmapResource(removeBuffer.AsResource(), 0, null);
count = i;
return removeBuffer;
}
count = 0;
return default;
}
public void Render(RenderContext ctx, int frameIndex, IRenderPayload payload)
{
var ghostPayload = (GhostRenderPayload)payload;
var resourceManager = _renderSystem.ResourceManager;
var resourceDatabase = _renderSystem.GraphicsEngine.ResourceDatabase;
foreach (ref readonly var request in ghostPayload.RenderRequests)
{
try
{
using var viewData = new RenderViewData(_renderSystem.SwapChainManager, resourceDatabase, in request);
using var viewData = new RenderViewData(_renderSystem.SwapChainManager, ctx.ResourceDatabase, in request);
RenderPipelineUtility.GetVPMatrices(in request, viewData.ScreenSize, out var view, out var projection);
var addBuffer = CreateAddInstanceBuffer(ghostPayload, resourceManager, resourceDatabase, out var addCount);
var removeBuffer = CreateRemoveInstanceBuffer(ghostPayload, resourceManager, resourceDatabase, out var removeCount);
UpdateGPUScene(ctx, addBuffer, addCount, removeBuffer, removeCount);
UpdateGPUScene(ctx, ghostPayload);
}
catch (Exception ex)
{

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@@ -30,10 +30,13 @@ internal sealed class GhostRenderPayload : IRenderPayload
private readonly ConcurrentQueue<AddInstanceRequest> _addRequest;
private readonly ConcurrentQueue<RemoveInstanceRequest> _removeRequest;
private uint _instanceCount;
public ReadOnlySpan<RenderRequest> RenderRequests => _renderRequests;
public ConcurrentQueue<AddInstanceRequest> AddRequest => _addRequest;
public ConcurrentQueue<RemoveInstanceRequest> RemoveRequest => _removeRequest;
public uint InstanceCount => _instanceCount;
public GhostRenderPayload(GhostRenderPipeline renderPipeline)
{
@@ -53,6 +56,7 @@ internal sealed class GhostRenderPayload : IRenderPayload
public uint AddInstance(float4x4 ltw, ref readonly MeshInstance meshInstance)
{
var index = _renderPipeline.GPUScene.AddInstance();
_addRequest.Enqueue(new AddInstanceRequest { instanceId = index, localToWorld = ltw, meshInstance = meshInstance });
return index;
}
@@ -60,12 +64,18 @@ internal sealed class GhostRenderPayload : IRenderPayload
public void RemoveInstance(uint instanceId)
{
var swapWithInstanceId = _renderPipeline.GPUScene.RemoveInstance(instanceId);
if (swapWithInstanceId != ~0u)
if (swapWithInstanceId != uint.MaxValue)
{
_removeRequest.Enqueue(new RemoveInstanceRequest { instanceId = instanceId, swapWithInstanceId = swapWithInstanceId });
}
}
public void EndRecord()
{
// 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.
_instanceCount = _renderPipeline.GPUScene.InstanceCount;
}
public void Reset()
{
_renderRequests.Clear();

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@@ -0,0 +1,37 @@
compute "Internal/UpdateGPUScene"
{
includes
{
"F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Properties.hlsl";
}
hlsl
{
[numthreads(64, 1, 1)]
void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
UpdateGPUSceneShaderProperty properties = LoadData<UpdateGPUSceneShaderProperty>(g_PushConstantData.propertiesBuffer, 0);
RWStructuredBuffer<InstanceData> gpuSceneBuffer = GET_BUFFER(properties.gpuSceneBuffer);
if (properties.addCount > 0)
{
StructuredBuffer<AddInstanceData> addBuffer = GET_BUFFER(properties.addBuffer);
AddInstanceData addData = addBuffer[dispatchThreadID.x];
gpuSceneBuffer[addData.instanceID].localToWorld = addData.localToWorld;
gpuSceneBuffer[addData.instanceID].meshBuffer = addData.meshBuffer;
gpuSceneBuffer[addData.instanceID].materialBuffer = addData.materialPalette;
}
if (properties.removeCount > 0)
{
StructuredBuffer<RemoveInstanceData> removeBuffer = GET_BUFFER(properties.removeBuffer);
RemoveInstanceData removeData = removeBuffer[dispatchThreadID.x];
gpuSceneBuffer[removeData.instanceID] = gpuSceneBuffer[removeData.swapWithInstanceID];
}
}
}
cs "hlsl_block" : "CSMain";
}

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@@ -7,6 +7,7 @@ using Misaki.HighPerformance.Utilities;
namespace Ghost.Engine.Systems;
[UpdateAfter<RemoveGPUInstanceSystem>]
[RenderPipelineSystem<GhostRenderPipelineSettings>]
internal class AddGPUInstanceSystem : SystemBase
{
@@ -48,5 +49,7 @@ internal class AddGPUInstanceSystem : SystemBase
systemAPI.World.EntityCommandBuffer.AddComponent(entity, new GPUInstanceRef { gpuSceneIndex = index });
}
}
payload.EndRecord();
}
}

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@@ -48,6 +48,11 @@ internal static class ComponentRegistry
internal static readonly Dictionary<int, Type> s_runtimeIDToType = new();
#endif
static ComponentRegistry()
{
GetOrRegisterComponentID<ManagedEntityRef>();
}
public static unsafe Identifier<IComponent> GetOrRegisterComponentID<T>()
where T : unmanaged, IComponent
{

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@@ -424,7 +424,7 @@ public unsafe partial class EntityManager : IDisposable
// Remove Managed Entities first
// RemoveManagedEntity(rowIndicesCache.AsSpan(), in prevArchetype, prevChunkIndex);
// TODO: Handle ICleanupComponent here before we remove the entities from the archetype.
// FIX: Handle ICleanupComponent here before we remove the entities from the archetype.
// Execute the hole-filling/swap logic
prevArchetype.RemoveEntities(prevChunkIndex, rowIndicesCache.AsSpan());

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@@ -8,8 +8,8 @@
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<IsAotCompatible>False</IsAotCompatible>
<IsTrimmable>False</IsTrimmable>
<IsAotCompatible>True</IsAotCompatible>
<IsTrimmable>True</IsTrimmable>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">

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@@ -1,5 +1,6 @@
using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.InteropServices;
namespace Ghost.Entities;
@@ -201,6 +202,7 @@ public abstract class SystemGroup : ISystem
// _systems = SystemGroupRegistry.GetSystemsForGroup(GetType());
// }
// TODO: Use Source Generators to generate group registrations at compile time, and remove the need for this public constructor.
private static List<ISystem> Sort(List<ISystem> systems)
{
// 1. Build the Graph
@@ -211,10 +213,10 @@ public abstract class SystemGroup : ISystem
foreach (var sys in systems)
{
var type = sys.GetType();
if (!dependencies.TryGetValue(type, out var value))
ref var value = ref CollectionsMarshal.GetValueRefOrAddDefault(dependencies, type, out var exists);
if (!exists || value == null)
{
value = [];
dependencies[type] = value;
value = new HashSet<Type>();
}
// Handle [UpdateAfter(typeof(Other))] -> Other comes before This
@@ -229,8 +231,13 @@ public abstract class SystemGroup : ISystem
foreach (var attr in type.GetCustomAttributes(typeof(UpdateBeforeAttribute), true))
{
var targetType = ((UpdateBeforeAttribute)attr).SystemType;
if (!dependencies.ContainsKey(targetType)) dependencies[targetType] = [];
dependencies[targetType].Add(type);
ref var targetDeps = ref CollectionsMarshal.GetValueRefOrAddDefault(dependencies, targetType, out exists);
if (!exists || targetDeps == null)
{
targetDeps = new HashSet<Type>();
}
targetDeps.Add(type);
}
}
@@ -246,7 +253,10 @@ public abstract class SystemGroup : ISystem
foreach (var sys in systems)
{
var type = sys.GetType();
if (visited.Contains(type)) continue;
if (visited.Contains(type))
{
continue;
}
// Check if all dependencies for this system are already visited/sorted
var canRun = true;
@@ -297,7 +307,7 @@ public abstract class SystemGroup : ISystem
if (_systems.Count == 0)
{
_sortedSystems = [];
_sortedSystems = new List<ISystem>();
_sortedVersion = _version;
return;
}

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@@ -93,11 +93,6 @@ public struct RenderList : IDisposable
}
}
public RenderList(int maxLevelOfConcurrency, int capacity, Allocator allocator)
: this(maxLevelOfConcurrency, capacity, AllocationManager.GetAllocationHandle(allocator))
{
}
private readonly void ThrowIfNotCreated()
{
if (!IsCreated)

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@@ -22,7 +22,6 @@
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Misaki.HighPerformance.Image" Version="1.1.1" />
</ItemGroup>
<ItemGroup>

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@@ -55,13 +55,13 @@ struct MeshData
BYTE_ADDRESS_BUFFER vertexBuffer;
float3 worldBoundsMax;
BYTE_ADDRESS_BUFFER indexBuffer;
BYTE_ADDRESS_BUFFER meshletBuffer;
BYTE_ADDRESS_BUFFER meshletVerticesBuffer;
BYTE_ADDRESS_BUFFER meshletTrianglesBuffer;
};
#if define(__GRAPHICS__)
#if defined(__GRAPHICS__)
GraphicsPushConstantData g_PushConstantData : register(b0);
#elif defined(__COMPUTE__)
ComputePushConstantData g_PushConstantData : register(b0);

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@@ -10,12 +10,12 @@ public static unsafe class MeshBuilder
/// <summary>
/// Creates a unit cube centered at the origin with size 1.
/// </summary>
public static void CreateCube(float size, Color128 color, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
public static void CreateCube(float size, Color128 color, AllocationHandle allocationHandle, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
{
var half = size * 0.5f;
vertices = new UnsafeList<Vertex>(24, allocator);
indices = new UnsafeList<uint>(36, allocator);
vertices = new UnsafeList<Vertex>(24, allocationHandle);
indices = new UnsafeList<uint>(36, allocationHandle);
var corners = new float3[]
{
@@ -71,13 +71,13 @@ public static unsafe class MeshBuilder
/// <summary>
/// Creates a plane on the XZ axis centered at the origin.
/// </summary>
public static void CreatePlane(float width, float depth, Color128 color, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
public static void CreatePlane(float width, float depth, Color128 color, AllocationHandle allocationHandle, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
{
var hw = width * 0.5f;
var hd = depth * 0.5f;
vertices = new UnsafeList<Vertex>(4, allocator);
indices = new UnsafeList<uint>(6, allocator);
vertices = new UnsafeList<Vertex>(4, allocationHandle);
indices = new UnsafeList<uint>(6, allocationHandle);
vertices.Add(new Vertex()
{
@@ -129,10 +129,10 @@ public static unsafe class MeshBuilder
/// <summary>
/// Creates a UV sphere centered at the origin.
/// </summary>
public static void CreateSphere(int latitudeSegments, int longitudeSegments, float radius, Color128 color, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
public static void CreateSphere(int latitudeSegments, int longitudeSegments, float radius, Color128 color, AllocationHandle allocationHandle, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
{
vertices = new UnsafeList<Vertex>((latitudeSegments + 1) * (longitudeSegments + 1), allocator);
indices = new UnsafeList<uint>(latitudeSegments * longitudeSegments * 6, allocator);
vertices = new UnsafeList<Vertex>((latitudeSegments + 1) * (longitudeSegments + 1), allocationHandle);
indices = new UnsafeList<uint>(latitudeSegments * longitudeSegments * 6, allocationHandle);
// Vertices
for (var lat = 0; lat <= latitudeSegments; lat++)