feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4) - GPU lighting: vertex-shader computed, light source list buffer (max 64) instead of O(N×R²) grid scan, O(N×S) per cell - Viewport-aware CA: iterate only active chunks, not all 250×250 - Flat array entity/item/shadow maps instead of HashMaps - Flat 128-entry ASCII atlas array instead of HashMap lookup - Partial grid upload: viewport + 30-cell margin only - Pre-allocated viewport arrays in renderer structs (zero alloc/frame) - Skip CPU lighting for GPU modes (pass None) - Benchmark mode: --mode benchmark with per-subsystem timing - GpuLightSource struct, light_count in push constants - gather_sources_in_range() for viewport-scoped source gathering Benchmark (600 ticks, release): Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%) ASCII: 402 FPS (was 313, +28%), render 1502us (was 2346us, -36%) All 171 tests + 14 scenarios pass.
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@@ -1,9 +1,13 @@
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use crate::entity::entity::{Entity, EntityKind, EntityManager, EntityId};
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use crate::entity::entity::{Entity, EntityId, EntityKind, EntityManager};
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use crate::entity::item::Item;
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pub struct Player {
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pub entity_id: EntityId,
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pub move_speed: f32,
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pub jump_force: f32,
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pub inventory: Vec<Item>,
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pub weapon: Option<Item>,
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pub armor: Option<Item>,
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}
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impl Player {
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@@ -13,6 +17,9 @@ impl Player {
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entity_id: id,
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move_speed: 0.5,
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jump_force: 1.5,
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inventory: Vec::new(),
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weapon: None,
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armor: None,
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}
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}
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@@ -52,7 +59,14 @@ impl Player {
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manager.get(self.entity_id)
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}
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pub fn entity_mut<'a>(&self, manager: &'a mut EntityManager) -> Option<&'a mut Entity> {
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manager.get_mut(self.entity_id)
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}
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pub fn center(&self, manager: &EntityManager) -> (f32, f32) {
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manager.get(self.entity_id).map(|e| e.center()).unwrap_or((0.0, 0.0))
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manager
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.get(self.entity_id)
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.map(|e| e.center())
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.unwrap_or((0.0, 0.0))
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}
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}
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