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:
@@ -1,16 +1,9 @@
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using Ghost.Core.Graphics;
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using Ghost.Entities;
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using Ghost.Engine.RenderPipeline;
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using Ghost.Graphics;
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using Misaki.HighPerformance.Jobs;
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namespace Ghost.Engine;
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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internal class EngineEntryAttribute : Attribute
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{
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}
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[EngineEntry]
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public sealed partial class EngineCore : IDisposable
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{
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private readonly JobScheduler _jobScheduler;
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@@ -27,12 +20,11 @@ public sealed partial class EngineCore : IDisposable
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{
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FrameBufferCount = 2,
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GraphicsAPI = GraphicsAPI.Direct3D12,
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InitialRenderPipelineSettings = null! // TODO: We should allow user to specify the initial render pipeline settings.
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InitialRenderPipelineSettings = new GhostRenderPipelineSettings(),
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ShaderCacheDirectory = "ShaderCache",
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};
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_renderSystem = new RenderSystem(renderingConfig);
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ComponentRegistry.GetOrRegisterComponentID<ManagedEntityRef>();
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}
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public void Dispose()
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@@ -9,6 +9,7 @@ internal unsafe class GPUScene : IDisposable
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private readonly IResourceDatabase _resourceDatabase;
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private Handle<GPUBuffer> _sceneBuffer;
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private Handle<GPUBuffer> _instanceCounterBuffer;
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private uint _instanceCount;
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private uint _capacity;
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@@ -16,6 +17,8 @@ internal unsafe class GPUScene : IDisposable
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private bool _disposed;
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public Handle<GPUBuffer> SceneBuffer => _sceneBuffer;
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public Handle<GPUBuffer> InstanceCounterBuffer => _instanceCounterBuffer;
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public uint InstanceCount => Volatile.Read(ref _instanceCount);
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internal GPUScene(IResourceAllocator resourceAllocator, IResourceDatabase resourceDatabase, uint initialCount)
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{
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@@ -30,9 +33,20 @@ internal unsafe class GPUScene : IDisposable
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HeapType = HeapType.Default,
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};
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var counterBufferDesc = new BufferDesc
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{
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Size = sizeof(uint),
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Stride = sizeof(uint),
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Usage = BufferUsage.Structured | BufferUsage.UnorderedAccess | BufferUsage.ShaderResource,
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HeapType = HeapType.Default,
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};
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_sceneBuffer = _resourceAllocator.CreateBuffer(in bufferDesc, "SceneBuffer");
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Logger.DebugAssert(_sceneBuffer.IsValid, "Failed to create GPUScene buffer.");
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_instanceCounterBuffer = _resourceAllocator.CreateBuffer(in counterBufferDesc, "SceneInstanceCounterBuffer");
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Logger.DebugAssert(_instanceCounterBuffer.IsValid, "Failed to create GPUScene instance counter buffer.");
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_capacity = initialCount;
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}
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@@ -55,7 +69,7 @@ internal unsafe class GPUScene : IDisposable
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{
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Size = newCapacity * (ulong)sizeof(InstanceData),
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Stride = (uint)sizeof(InstanceData),
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Usage = BufferUsage.Structured | BufferUsage.UnorderedAccess | BufferUsage.ShaderResource,
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Usage = BufferUsage.Raw | BufferUsage.UnorderedAccess | BufferUsage.ShaderResource,
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HeapType = HeapType.Default,
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};
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@@ -88,7 +102,7 @@ internal unsafe class GPUScene : IDisposable
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{
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if (index < 0 || index >= _capacity)
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{
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return ~0u;
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return uint.MaxValue;
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}
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// Return the last index. We will swap the last instance data with the removed index on gpu to keep the buffer compact.
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@@ -104,6 +118,7 @@ internal unsafe class GPUScene : IDisposable
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}
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_resourceDatabase.ReleaseResource(_sceneBuffer.AsResource());
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_resourceDatabase.ReleaseResource(_instanceCounterBuffer.AsResource());
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_disposed = true;
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GC.SuppressFinalize(this);
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@@ -2,8 +2,11 @@ using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Services;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Mathematics;
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namespace Ghost.Engine.RenderPipeline;
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[GenerateShaderProperty("Internal/UpdateGPUScene")]
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@@ -18,8 +21,96 @@ public partial struct UpdateGPUSceneShaderProperty
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internal partial class GhostRenderPipeline
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{
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public void UpdateGPUScene(RenderContext ctx, Handle<GPUBuffer> addBuffer, int addCount, Handle<GPUBuffer> removeBuffer, int removeCount)
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private static unsafe Handle<GPUBuffer> CreateAddInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
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{
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if (!ghostPayload.AddRequest.IsEmpty)
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{
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var addDesc = new BufferDesc
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{
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Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<AddInstanceData>(),
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Stride = (uint)MemoryUtility.SizeOf<AddInstanceData>(),
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Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
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HeapType = HeapType.Upload
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};
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var addBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Add Instance Buffer");
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var pAddData = (AddInstanceData*)resourceDatabase.MapResource(addBuffer.AsResource(), 0, null);
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var i = 0;
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while (ghostPayload.AddRequest.TryDequeue(out var addRequest))
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{
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var (mesh, error) = resourceManager.GetMeshReference(addRequest.meshInstance.mesh);
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if (error.IsFailure)
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{
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Logger.Error($"Failed to get mesh reference for mesh instance with ID {addRequest.instanceId}");
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continue;
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}
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pAddData[i] = new AddInstanceData
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{
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localToWorld = addRequest.localToWorld,
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instanceID = addRequest.instanceId,
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meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
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materialPalette = (uint)addRequest.meshInstance.materialPalette.Value,
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renderingLayerMask = addRequest.meshInstance.renderingLayerMask,
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shadowCastingMode = (uint)addRequest.meshInstance.shadowCastingMode
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};
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i++;
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}
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resourceDatabase.UnmapResource(addBuffer.AsResource(), 0, null);
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count = i;
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return addBuffer;
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}
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count = 0;
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return default;
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}
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private static unsafe Handle<GPUBuffer> CreateRemoveInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
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{
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if (!ghostPayload.RemoveRequest.IsEmpty)
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{
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var addDesc = new BufferDesc
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{
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Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<RemoveInstanceData>(),
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Stride = (uint)MemoryUtility.SizeOf<RemoveInstanceData>(),
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Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
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HeapType = HeapType.Upload
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};
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var removeBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Remove Instance Buffer");
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var pRemoveData = (RemoveInstanceData*)resourceDatabase.MapResource(removeBuffer.AsResource(), 0, null);
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var i = 0;
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while (ghostPayload.RemoveRequest.TryDequeue(out var removeRequest))
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{
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pRemoveData[i] = new RemoveInstanceData
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{
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instanceID = removeRequest.instanceId,
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swapWithInstanceID = removeRequest.swapWithInstanceId
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};
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i++;
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}
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resourceDatabase.UnmapResource(removeBuffer.AsResource(), 0, null);
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count = i;
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return removeBuffer;
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}
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count = 0;
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return default;
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}
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public void UpdateGPUScene(RenderContext ctx, GhostRenderPayload payload)
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{
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var addBuffer = CreateAddInstanceBuffer(payload, ctx.ResourceManager, ctx.ResourceDatabase, out var addCount);
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var removeBuffer = CreateRemoveInstanceBuffer(payload, ctx.ResourceManager, ctx.ResourceDatabase, out var removeCount);
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if (addCount <= 0 && removeCount <= 0)
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{
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Logger.DebugAssert(addBuffer.IsInvalid && removeBuffer.IsInvalid, "Buffers should be invalid when there are no updates.");
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@@ -42,7 +133,7 @@ internal partial class GhostRenderPipeline
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};
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// TODO: Write and load the shader. This is just a placeholder for now.
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var shader = default(Handle<ComputeShader>);
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var shader = Handle<ComputeShader>.Invalid;
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var keywords = new LocalKeywordSet();
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ctx.DispatchCompute(shader, 0, in keywords, in property, new uint3());
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@@ -2,11 +2,7 @@ using Ghost.Core;
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using Ghost.Graphics;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RenderGraphModule;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Services;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Mathematics;
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using System.Diagnostics;
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namespace Ghost.Engine.RenderPipeline;
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@@ -15,7 +11,7 @@ internal partial class GhostRenderPipeline : IRenderPipeline
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private struct AddInstanceData
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{
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public float4x4 localToWorld;
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public uint instanceId;
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public uint instanceID;
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public uint meshBuffer;
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public uint materialPalette;
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public uint renderingLayerMask;
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@@ -24,8 +20,8 @@ internal partial class GhostRenderPipeline : IRenderPipeline
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private struct RemoveInstanceData
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{
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public uint instanceId;
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public uint swapWithInstanceId;
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public uint instanceID;
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public uint swapWithInstanceID;
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}
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private readonly RenderSystem _renderSystem;
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@@ -43,109 +39,18 @@ internal partial class GhostRenderPipeline : IRenderPipeline
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_gpuScene = new GPUScene(renderSystem.GraphicsEngine.ResourceAllocator, renderSystem.GraphicsEngine.ResourceDatabase, 102_400u); // 102.4k objects should be enough for now
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}
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private static unsafe Handle<GPUBuffer> CreateAddInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
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{
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if (!ghostPayload.AddRequest.IsEmpty)
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{
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var addDesc = new BufferDesc
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{
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Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<AddInstanceData>(),
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Stride = (uint)MemoryUtility.SizeOf<AddInstanceData>(),
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Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
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HeapType = HeapType.Upload
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};
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var addBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Add Instance Buffer");
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var pAddData = (AddInstanceData*)resourceDatabase.MapResource(addBuffer.AsResource(), 0, null);
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var i = 0;
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while (ghostPayload.AddRequest.TryDequeue(out var addRequest))
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{
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var (mesh, error) = resourceManager.GetMeshReference(addRequest.meshInstance.mesh);
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if (error.IsFailure)
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{
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Debug.Fail($"Failed to get mesh reference for mesh instance with ID {addRequest.instanceId}");
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continue;
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}
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pAddData[i] = new AddInstanceData
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{
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localToWorld = addRequest.localToWorld,
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instanceId = addRequest.instanceId,
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meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
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materialPalette = (uint)addRequest.meshInstance.materialPalette.Value,
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renderingLayerMask = addRequest.meshInstance.renderingLayerMask,
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shadowCastingMode = (uint)addRequest.meshInstance.shadowCastingMode
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};
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i++;
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}
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resourceDatabase.UnmapResource(addBuffer.AsResource(), 0, null);
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count = i;
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return addBuffer;
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}
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count = 0;
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return default;
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}
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private static unsafe Handle<GPUBuffer> CreateRemoveInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase, out int count)
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{
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if (!ghostPayload.RemoveRequest.IsEmpty)
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{
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var addDesc = new BufferDesc
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{
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Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<RemoveInstanceData>(),
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Stride = (uint)MemoryUtility.SizeOf<RemoveInstanceData>(),
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Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
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HeapType = HeapType.Upload
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};
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var removeBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Remove Instance Buffer");
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var pRemoveData = (RemoveInstanceData*)resourceDatabase.MapResource(removeBuffer.AsResource(), 0, null);
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var i = 0;
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while (ghostPayload.RemoveRequest.TryDequeue(out var removeRequest))
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{
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pRemoveData[i] = new RemoveInstanceData
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{
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instanceId = removeRequest.instanceId,
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swapWithInstanceId = removeRequest.swapWithInstanceId
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};
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i++;
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}
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resourceDatabase.UnmapResource(removeBuffer.AsResource(), 0, null);
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count = i;
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return removeBuffer;
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}
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count = 0;
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return default;
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}
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public void Render(RenderContext ctx, int frameIndex, IRenderPayload payload)
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{
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var ghostPayload = (GhostRenderPayload)payload;
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var resourceManager = _renderSystem.ResourceManager;
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var resourceDatabase = _renderSystem.GraphicsEngine.ResourceDatabase;
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foreach (ref readonly var request in ghostPayload.RenderRequests)
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{
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try
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{
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using var viewData = new RenderViewData(_renderSystem.SwapChainManager, resourceDatabase, in request);
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using var viewData = new RenderViewData(_renderSystem.SwapChainManager, ctx.ResourceDatabase, in request);
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RenderPipelineUtility.GetVPMatrices(in request, viewData.ScreenSize, out var view, out var projection);
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var addBuffer = CreateAddInstanceBuffer(ghostPayload, resourceManager, resourceDatabase, out var addCount);
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var removeBuffer = CreateRemoveInstanceBuffer(ghostPayload, resourceManager, resourceDatabase, out var removeCount);
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UpdateGPUScene(ctx, addBuffer, addCount, removeBuffer, removeCount);
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UpdateGPUScene(ctx, ghostPayload);
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}
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catch (Exception ex)
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{
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@@ -30,10 +30,13 @@ internal sealed class GhostRenderPayload : IRenderPayload
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private readonly ConcurrentQueue<AddInstanceRequest> _addRequest;
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private readonly ConcurrentQueue<RemoveInstanceRequest> _removeRequest;
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private uint _instanceCount;
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public ReadOnlySpan<RenderRequest> RenderRequests => _renderRequests;
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public ConcurrentQueue<AddInstanceRequest> AddRequest => _addRequest;
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public ConcurrentQueue<RemoveInstanceRequest> RemoveRequest => _removeRequest;
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public uint InstanceCount => _instanceCount;
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public GhostRenderPayload(GhostRenderPipeline renderPipeline)
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{
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@@ -53,6 +56,7 @@ internal sealed class GhostRenderPayload : IRenderPayload
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public uint AddInstance(float4x4 ltw, ref readonly MeshInstance meshInstance)
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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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return index;
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}
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@@ -60,12 +64,18 @@ internal sealed class GhostRenderPayload : IRenderPayload
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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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if (swapWithInstanceId != ~0u)
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if (swapWithInstanceId != uint.MaxValue)
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{
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_removeRequest.Enqueue(new RemoveInstanceRequest { instanceId = instanceId, swapWithInstanceId = swapWithInstanceId });
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}
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}
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public void EndRecord()
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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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}
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public void Reset()
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{
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_renderRequests.Clear();
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37
src/Runtime/Ghost.Engine/Shaders/UpdateGPUScene.gcomp
Normal file
37
src/Runtime/Ghost.Engine/Shaders/UpdateGPUScene.gcomp
Normal file
@@ -0,0 +1,37 @@
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compute "Internal/UpdateGPUScene"
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{
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includes
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{
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"F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Properties.hlsl";
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}
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hlsl
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{
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[numthreads(64, 1, 1)]
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void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
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{
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UpdateGPUSceneShaderProperty properties = LoadData<UpdateGPUSceneShaderProperty>(g_PushConstantData.propertiesBuffer, 0);
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RWStructuredBuffer<InstanceData> gpuSceneBuffer = GET_BUFFER(properties.gpuSceneBuffer);
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if (properties.addCount > 0)
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{
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StructuredBuffer<AddInstanceData> addBuffer = GET_BUFFER(properties.addBuffer);
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AddInstanceData addData = addBuffer[dispatchThreadID.x];
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gpuSceneBuffer[addData.instanceID].localToWorld = addData.localToWorld;
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gpuSceneBuffer[addData.instanceID].meshBuffer = addData.meshBuffer;
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gpuSceneBuffer[addData.instanceID].materialBuffer = addData.materialPalette;
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}
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if (properties.removeCount > 0)
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{
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StructuredBuffer<RemoveInstanceData> removeBuffer = GET_BUFFER(properties.removeBuffer);
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RemoveInstanceData removeData = removeBuffer[dispatchThreadID.x];
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gpuSceneBuffer[removeData.instanceID] = gpuSceneBuffer[removeData.swapWithInstanceID];
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}
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}
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}
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cs "hlsl_block" : "CSMain";
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}
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@@ -7,6 +7,7 @@ using Misaki.HighPerformance.Utilities;
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namespace Ghost.Engine.Systems;
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[UpdateAfter<RemoveGPUInstanceSystem>]
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[RenderPipelineSystem<GhostRenderPipelineSettings>]
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internal class AddGPUInstanceSystem : SystemBase
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{
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@@ -48,5 +49,7 @@ internal class AddGPUInstanceSystem : SystemBase
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systemAPI.World.EntityCommandBuffer.AddComponent(entity, new GPUInstanceRef { gpuSceneIndex = index });
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}
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}
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payload.EndRecord();
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}
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}
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