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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@@ -28,7 +28,7 @@ fn slime_spawns_correctly() {
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assert!(slime.is_some(), "slime should exist after spawn");
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let sl = slime.unwrap();
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assert!(sl.alive, "slime should be alive");
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assert_eq!(sl.max_health, 25.0, "slime max health should be 25");
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assert_eq!(sl.max_health, 65.0, "slime max health should be 65");
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}
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#[test]
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@@ -46,11 +46,11 @@ fn slime_takes_damage_and_dies() {
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.find(|e| e.kind == "Slime")
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.unwrap()
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.id;
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s.perform_action(&AiAction::DamageEntity { id, amount: 25.0 });
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s.perform_action(&AiAction::DamageEntity { id, amount: 65.0 });
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s.step(1);
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let entities = s.get_entities();
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let sl = entities.into_iter().find(|e| e.id == id).unwrap();
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assert!(!sl.alive, "slime should die after 25 damage");
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assert!(!sl.alive, "slime should die after 65 damage");
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assert_eq!(sl.kind, "Corpse", "dead slime should become corpse");
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}
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