perf(streaming): scope reveal warmup spatially

Source composite warmup from the canonical published destination neighborhood, including quiesced static and live projections, instead of rescanning the retained Far-tier world after every membership edge.

This lifecycle correction applies to both draw paths, preserving ef1d263337 as the sole G4 visual rollback.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 04:39:48 +02:00
parent 129dd77ddd
commit 03b10183e9
5 changed files with 212 additions and 6 deletions

View file

@ -327,17 +327,27 @@ internal sealed class SessionPlayerCompositionPhase
d.Selection,
live.WorldState,
content.Audio?.Engine);
var compositeWarmupSource =
new CompositeWarmupEntitySource(live.WorldState);
var worldReveal = new WorldRevealCoordinator(
streaming.IsRenderNeighborhoodResident,
d.PhysicsEngine.IsSpawnCellReady,
d.PhysicsEngine.IsNeighborhoodTerrainResident,
() => live.DrawDispatcher.CompositeTexturesReady,
(destinationCell, radius) => live.DrawDispatcher.PrepareCompositeTextures(
live.WorldState.Entities,
live.WorldState.FlatViewGeneration,
destinationCell,
radius),
live.DrawDispatcher.InvalidateCompositeWarmupReadiness,
(destinationCell, radius) =>
{
compositeWarmupSource.Refresh(destinationCell, radius);
live.DrawDispatcher.PrepareCompositeTextures(
compositeWarmupSource.Entities,
compositeWarmupSource.Generation,
destinationCell,
radius);
},
() =>
{
compositeWarmupSource.Reset();
live.DrawDispatcher.InvalidateCompositeWarmupReadiness();
},
spawnClaimClassifier.IsUnhydratable,
d.Log,
worldQuiescence,

View file

@ -0,0 +1,59 @@
using AcDream.App.Streaming;
using AcDream.Core.World;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Retains the exact published destination-neighborhood snapshot consumed by
/// composite-texture reveal warmup. The source refreshes only when canonical
/// spatial membership or its destination scope changes, avoiding a scan of
/// the retained Far-tier world on every reveal tick.
/// </summary>
internal sealed class CompositeWarmupEntitySource
{
private readonly GpuWorldState _world;
private readonly List<WorldEntity> _entities = [];
private bool _initialized;
private ulong _worldGeneration;
private uint _destinationCell;
private int _radius;
public CompositeWarmupEntitySource(GpuWorldState world)
{
_world = world ?? throw new ArgumentNullException(nameof(world));
}
public IReadOnlyList<WorldEntity> Entities => _entities;
public ulong Generation => _worldGeneration;
public void Refresh(uint destinationCell, int radius)
{
ArgumentOutOfRangeException.ThrowIfNegative(radius);
ulong worldGeneration = _world.FlatViewGeneration;
if (_initialized
&& _worldGeneration == worldGeneration
&& _destinationCell == destinationCell
&& _radius == radius)
{
return;
}
_world.CopyPublishedEntitiesNearLandblockForReadiness(
destinationCell,
radius,
_entities);
_worldGeneration = worldGeneration;
_destinationCell = destinationCell;
_radius = radius;
_initialized = true;
}
public void Reset()
{
_entities.Clear();
_initialized = false;
_worldGeneration = 0;
_destinationCell = 0;
_radius = 0;
}
}

View file

@ -449,6 +449,46 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
}
}
/// <summary>
/// Copies every published projection from a bounded destination
/// neighborhood for presentation-readiness work. Unlike gameplay-facing
/// spatial queries, this remains available while the world generation is
/// quiesced: the reveal barrier must prepare destination resources before
/// it makes that generation observable.
/// </summary>
internal void CopyPublishedEntitiesNearLandblockForReadiness(
uint centerCellOrLandblockId,
int landblockRadius,
List<WorldEntity> destination)
{
ArgumentNullException.ThrowIfNull(destination);
ArgumentOutOfRangeException.ThrowIfNegative(landblockRadius);
destination.Clear();
int centerX = (int)((centerCellOrLandblockId >> 24) & 0xFFu);
int centerY = (int)((centerCellOrLandblockId >> 16) & 0xFFu);
for (int dx = -landblockRadius; dx <= landblockRadius; dx++)
for (int dy = -landblockRadius; dy <= landblockRadius; dy++)
{
int x = centerX + dx;
int y = centerY + dy;
if ((uint)x > 0xFFu || (uint)y > 0xFFu)
continue;
uint landblockId =
((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
if (!_loaded.TryGetValue(
landblockId,
out LoadedLandblock? landblock))
{
continue;
}
for (int i = 0; i < landblock.Entities.Count; i++)
destination.Add(landblock.Entities[i]);
}
}
public readonly ref struct MutationBatch
{
private readonly GpuWorldState _owner;