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.
This commit is contained in:
Emil
2026-06-21 16:09:45 +03:00
parent c25cae9a32
commit 357db17c2f
53 changed files with 6362 additions and 651 deletions
+157 -34
View File
@@ -8,11 +8,19 @@ pub enum Action {
MoveLeft,
MoveRight,
Jump,
ShootLeft,
ShootRight,
ShootUp,
ShootDown,
ToggleFireball,
MoveCameraUp,
MoveCameraDown,
MoveCameraLeft,
MoveCameraRight,
Paint(MaterialBrush),
Descend,
UseItem,
DropItem,
Quit,
}
@@ -39,6 +47,10 @@ pub enum HeldKey {
CamRight,
CamUp,
CamDown,
ShootLeft,
ShootRight,
ShootUp,
ShootDown,
}
struct HeldState {
@@ -70,16 +82,14 @@ impl InputHandler {
pub fn start(&mut self) {
let (tx, rx) = mpsc::channel::<Event>();
self.receiver = Some(rx);
self.input_thread = Some(thread::spawn(move || {
loop {
match event::read() {
Ok(ev) => {
if tx.send(ev).is_err() {
break;
}
self.input_thread = Some(thread::spawn(move || loop {
match event::read() {
Ok(ev) => {
if tx.send(ev).is_err() {
break;
}
Err(_) => break,
}
Err(_) => break,
}
}));
}
@@ -94,10 +104,14 @@ impl InputHandler {
match code {
KeyCode::Left | KeyCode::Char('a') => Some(HeldKey::Left),
KeyCode::Right | KeyCode::Char('d') => Some(HeldKey::Right),
KeyCode::Char('h') => Some(HeldKey::CamLeft),
KeyCode::Char('l') => Some(HeldKey::CamRight),
KeyCode::Char('k') => Some(HeldKey::CamUp),
KeyCode::Char('j') => Some(HeldKey::CamDown),
KeyCode::Char('y') => Some(HeldKey::CamLeft),
KeyCode::Char('u') => Some(HeldKey::CamRight),
KeyCode::Char('i') => Some(HeldKey::CamUp),
KeyCode::Char('o') => Some(HeldKey::CamDown),
KeyCode::Char('h') => Some(HeldKey::ShootLeft),
KeyCode::Char('l') => Some(HeldKey::ShootRight),
KeyCode::Char('k') => Some(HeldKey::ShootUp),
KeyCode::Char('j') => Some(HeldKey::ShootDown),
_ => None,
}
}
@@ -121,7 +135,13 @@ impl InputHandler {
};
for ev in events {
if let Event::Key(KeyEvent { code, modifiers, kind, .. }) = ev {
if let Event::Key(KeyEvent {
code,
modifiers,
kind,
..
}) = ev
{
let is_press = kind == KeyEventKind::Press;
let is_repeat = kind == KeyEventKind::Repeat;
let is_release = kind == KeyEventKind::Release;
@@ -141,28 +161,111 @@ impl InputHandler {
one_shots.push(Action::Quit);
continue;
}
KeyCode::Char('1') => { self.paint_brush = MaterialBrush::Sand; one_shots.push(Action::Paint(MaterialBrush::Sand)); continue; }
KeyCode::Char('2') => { self.paint_brush = MaterialBrush::Water; one_shots.push(Action::Paint(MaterialBrush::Water)); continue; }
KeyCode::Char('3') => { self.paint_brush = MaterialBrush::Stone; one_shots.push(Action::Paint(MaterialBrush::Stone)); continue; }
KeyCode::Char('4') => { self.paint_brush = MaterialBrush::Lava; one_shots.push(Action::Paint(MaterialBrush::Lava)); continue; }
KeyCode::Char('5') => { self.paint_brush = MaterialBrush::Wood; one_shots.push(Action::Paint(MaterialBrush::Wood)); continue; }
KeyCode::Char('6') => { self.paint_brush = MaterialBrush::Acid; one_shots.push(Action::Paint(MaterialBrush::Acid)); continue; }
KeyCode::Char('7') => { self.paint_brush = MaterialBrush::Grass; one_shots.push(Action::Paint(MaterialBrush::Grass)); continue; }
KeyCode::Char('8') => { self.paint_brush = MaterialBrush::Dirt; one_shots.push(Action::Paint(MaterialBrush::Dirt)); continue; }
KeyCode::Char('9') => { self.paint_brush = MaterialBrush::Fire; one_shots.push(Action::Paint(MaterialBrush::Fire)); continue; }
KeyCode::Char('0') => { self.paint_brush = MaterialBrush::Flesh; one_shots.push(Action::Paint(MaterialBrush::Flesh)); continue; }
KeyCode::Char('x') => { self.paint_brush = MaterialBrush::Erase; one_shots.push(Action::Paint(MaterialBrush::Erase)); continue; }
KeyCode::Char('1') => {
self.paint_brush = MaterialBrush::Sand;
one_shots.push(Action::Paint(MaterialBrush::Sand));
continue;
}
KeyCode::Char('2') => {
self.paint_brush = MaterialBrush::Water;
one_shots.push(Action::Paint(MaterialBrush::Water));
continue;
}
KeyCode::Char('3') => {
self.paint_brush = MaterialBrush::Stone;
one_shots.push(Action::Paint(MaterialBrush::Stone));
continue;
}
KeyCode::Char('4') => {
self.paint_brush = MaterialBrush::Lava;
one_shots.push(Action::Paint(MaterialBrush::Lava));
continue;
}
KeyCode::Char('5') => {
self.paint_brush = MaterialBrush::Wood;
one_shots.push(Action::Paint(MaterialBrush::Wood));
continue;
}
KeyCode::Char('6') => {
self.paint_brush = MaterialBrush::Acid;
one_shots.push(Action::Paint(MaterialBrush::Acid));
continue;
}
KeyCode::Char('7') => {
self.paint_brush = MaterialBrush::Grass;
one_shots.push(Action::Paint(MaterialBrush::Grass));
continue;
}
KeyCode::Char('8') => {
self.paint_brush = MaterialBrush::Dirt;
one_shots.push(Action::Paint(MaterialBrush::Dirt));
continue;
}
KeyCode::Char('9') => {
self.paint_brush = MaterialBrush::Fire;
one_shots.push(Action::Paint(MaterialBrush::Fire));
continue;
}
KeyCode::Char('0') => {
self.paint_brush = MaterialBrush::Flesh;
one_shots.push(Action::Paint(MaterialBrush::Flesh));
continue;
}
KeyCode::Char('x') => {
self.paint_brush = MaterialBrush::Erase;
one_shots.push(Action::Paint(MaterialBrush::Erase));
continue;
}
KeyCode::Char('f') => {
one_shots.push(Action::ToggleFireball);
continue;
}
KeyCode::Char('>') => {
one_shots.push(Action::Descend);
continue;
}
KeyCode::Char('e') => {
one_shots.push(Action::UseItem);
continue;
}
KeyCode::Char('r') => {
one_shots.push(Action::DropItem);
continue;
}
KeyCode::Char('k') => {
one_shots.push(Action::ShootUp);
continue;
}
KeyCode::Char('j') => {
one_shots.push(Action::ShootDown);
continue;
}
KeyCode::Char('h') => {
one_shots.push(Action::ShootLeft);
continue;
}
KeyCode::Char('l') => {
one_shots.push(Action::ShootRight);
continue;
}
_ => {}
}
}
if let Some(held_key) = Self::key_to_held(code) {
if is_press || is_repeat {
let prev_got_release = self.held.get(&held_key).map(|s| s.got_release).unwrap_or(false);
self.held.insert(held_key, HeldState {
last_seen: Instant::now(),
got_release: prev_got_release,
});
let prev_got_release = self
.held
.get(&held_key)
.map(|s| s.got_release)
.unwrap_or(false);
self.held.insert(
held_key,
HeldState {
last_seen: Instant::now(),
got_release: prev_got_release,
},
);
} else if is_release {
self.release(held_key);
for state in self.held.values_mut() {
@@ -209,10 +312,31 @@ impl InputHandler {
}
}
if self.is_held(HeldKey::CamLeft) { actions.push(Action::MoveCameraLeft); }
if self.is_held(HeldKey::CamRight) { actions.push(Action::MoveCameraRight); }
if self.is_held(HeldKey::CamUp) { actions.push(Action::MoveCameraUp); }
if self.is_held(HeldKey::CamDown) { actions.push(Action::MoveCameraDown); }
if self.is_held(HeldKey::CamLeft) {
actions.push(Action::MoveCameraLeft);
}
if self.is_held(HeldKey::CamRight) {
actions.push(Action::MoveCameraRight);
}
if self.is_held(HeldKey::CamUp) {
actions.push(Action::MoveCameraUp);
}
if self.is_held(HeldKey::CamDown) {
actions.push(Action::MoveCameraDown);
}
if self.is_held(HeldKey::ShootLeft) {
actions.push(Action::ShootLeft);
}
if self.is_held(HeldKey::ShootRight) {
actions.push(Action::ShootRight);
}
if self.is_held(HeldKey::ShootUp) {
actions.push(Action::ShootUp);
}
if self.is_held(HeldKey::ShootDown) {
actions.push(Action::ShootDown);
}
actions
}
@@ -239,5 +363,4 @@ impl MaterialBrush {
MaterialBrush::Erase => None,
}
}
}