perf(rendering): preserve alpha order with bindless particles
Carry each billboard particle's resident texture handle in the instance ABI so stable retail alpha ordering can batch mixed textures without rebinding and redrawing each short texture run. Keep DAT blend transitions as the only billboard draw boundary. The connected 0xC95B stress scene improved from 6 FPS / 171 ms to about 153 FPS / 6.6 ms at the same roughly 21,000 visible entities. Release build succeeds and all 5,916 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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7 changed files with 150 additions and 57 deletions
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@ -68,9 +68,22 @@ flush boundaries. It preserves DAT blend/cull/lighting state and batches only
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adjacent compatible submissions so renderer grouping cannot change the
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compositing order.
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The first connected build exposed a modern-backend performance regression:
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distance sorting naturally interleaves particle textures, while the old
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billboard shader required one texture bind/draw for every texture run. After
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several portals, the dense `0xC95B` scene reached roughly 21,000 visible
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entities and fell to 6 FPS / 171 ms. This was not a retained queue or streaming
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leak. Billboard instances now carry their resident bindless texture handle in
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the vertex-instance ABI; different textures therefore remain in exact sorted
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order inside one instanced draw, with only DAT blend-mode changes splitting a
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run. The identical location recovered to about 153 FPS / 6.6 ms in the
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connected Release client.
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**Files:** `src/AcDream.App/Rendering/RetailAlphaQueue.cs`;
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`src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`;
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`src/AcDream.App/Rendering/ParticleRenderer.cs`;
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`src/AcDream.App/Rendering/Shaders/particle.vert`;
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`src/AcDream.App/Rendering/Shaders/particle.frag`;
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`src/AcDream.App/Rendering/RetailPViewRenderer.cs`.
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**Research:**
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@ -138,6 +138,10 @@ acdream-owned runtime seam above the extracted mesh pipeline. During the main
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world frame, `WbDrawDispatcher` and `ParticleRenderer` submit transparent
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GfxObj subsets and scene particles into one stable far-to-near stream keyed by
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the transformed DAT `SortCenter`; only adjacent compatible entries may batch.
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Billboard particle textures are resident bindless `sampler2DArray` handles in
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the per-instance vertex ABI, so different textures preserve that sorted order
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inside one instanced draw; only a DAT blend-mode boundary splits the run. This
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keeps dense particle fields from becoming one GL draw per alternating texture.
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`RetailPViewRenderer` drains the landscape scope before the optional depth
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clear, and `GameWindow` drains the final scope before private viewports/UI.
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Sky and sealed off-screen render targets remain independent. No DAT reader,
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@ -177,7 +177,10 @@ The named retail client remains the behavioral oracle.
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retaining retail's missing per-`CPartCell` lists. AP-34 records that narrow
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architectural residual explicitly.
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4. The queue itself does not reorder by renderer or material. Only adjacent
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compatible submissions may batch.
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compatible submissions may batch. The modern billboard vertex-instance
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record carries a bindless texture handle, so adjacent particles with
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different textures are still one compatible ordered draw; blend mode is
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the only billboard state boundary.
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5. Every flush keeps depth testing enabled and depth writes disabled.
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6. Each submission preserves its DAT blend mode, cull mode, transform,
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texture, lighting, opacity, and selection-lighting state.
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