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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@ -76,13 +76,18 @@ internal sealed class EntityClassificationCache
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/// <c>(<paramref name="entityId"/>, <paramref name="landblockHint"/>)</c>
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/// tuple. Defensive: if an entry already exists, replaces it.
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/// </summary>
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public void Populate(uint entityId, uint landblockHint, CachedBatch[] batches)
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public void Populate(
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uint entityId,
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uint landblockHint,
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CachedBatch[] batches,
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CachedSelectionPart[]? selectionParts = null)
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{
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_entries[(entityId, landblockHint)] = new EntityCacheEntry
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{
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EntityId = entityId,
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LandblockHint = landblockHint,
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Batches = batches,
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SelectionParts = selectionParts ?? [],
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};
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}
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