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.
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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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