fix #225: stabilize render pacing and frame CPU
Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal. Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality. Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline. Co-authored-by: OpenAI Codex <codex@openai.com>
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17 changed files with 1103 additions and 225 deletions
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@ -12,27 +12,41 @@ namespace AcDream.App.Rendering;
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/// CPU use. A missed deadline is rebased from the current time so one slow
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/// frame cannot trigger a burst of catch-up frames.
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/// </remarks>
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internal sealed class FramePacingController
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internal sealed class FramePacingController : IDisposable
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{
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private readonly IFramePacingClock _clock;
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private readonly IFramePacingWaiter _waiter;
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private readonly bool _ownsWaiter;
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private FramePacingPolicy _policy;
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private long _periodTicks;
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private long _nextDeadline;
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private bool _hasDeadline;
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private bool _disposed;
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public FramePacingController()
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: this(StopwatchFramePacingClock.Instance, ThreadFramePacingWaiter.Instance)
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: this(
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StopwatchFramePacingClock.Instance,
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WindowsHighResolutionFramePacingWaiter.Create(),
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ownsWaiter: true)
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{
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}
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internal FramePacingController(
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IFramePacingClock clock,
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IFramePacingWaiter waiter)
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: this(clock, waiter, ownsWaiter: false)
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{
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}
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internal FramePacingController(
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IFramePacingClock clock,
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IFramePacingWaiter waiter,
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bool ownsWaiter)
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{
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_clock = clock ?? throw new ArgumentNullException(nameof(clock));
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_waiter = waiter ?? throw new ArgumentNullException(nameof(waiter));
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_ownsWaiter = ownsWaiter;
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if (_clock.Frequency <= 0)
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throw new ArgumentOutOfRangeException(nameof(clock), "Clock frequency must be positive.");
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}
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@ -102,6 +116,16 @@ internal sealed class FramePacingController
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=> value > long.MaxValue - increment
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? long.MaxValue
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: value + increment;
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposed = true;
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if (_ownsWaiter && _waiter is IDisposable disposable)
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disposable.Dispose();
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}
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}
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internal interface IFramePacingClock
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@ -128,28 +152,3 @@ internal sealed class StopwatchFramePacingClock : IFramePacingClock
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public long GetTimestamp() => Stopwatch.GetTimestamp();
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}
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internal sealed class ThreadFramePacingWaiter : IFramePacingWaiter
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{
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public static ThreadFramePacingWaiter Instance { get; } = new();
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private ThreadFramePacingWaiter()
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{
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}
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public void Wait(long durationTicks, long clockFrequency)
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{
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if (durationTicks <= 0 || clockFrequency <= 0)
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return;
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double milliseconds = durationTicks * 1000d / clockFrequency;
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// A kernel sleep is intentionally preferred over a final spin. It can
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// overshoot a presentation deadline slightly, but it keeps normal CPU
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// use low—the central reason this fallback exists.
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int sleepMilliseconds = Math.Max(
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1,
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(int)Math.Ceiling(Math.Min(milliseconds, int.MaxValue)));
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Thread.Sleep(sleepMilliseconds);
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}
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}
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