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>
This commit is contained in:
Erik 2026-07-19 06:29:30 +02:00
parent 47d7086a74
commit 3718e341be
17 changed files with 1103 additions and 225 deletions

View file

@ -354,6 +354,29 @@ namespace AcDream.App.Rendering.Wb
private readonly ManualResetEventSlim _preparationWorkAvailable = new(false);
private const int MaxParallelLoads = 4;
internal enum PreparationWorkerWakeAction
{
Process,
ResetAndWait,
Exit,
}
internal static PreparationWorkerWakeAction DecidePreparationWorkerWake(
bool isDisposed,
bool hasPendingRequests,
bool stagingAtHighWater,
bool arenaBackpressured)
{
// Shutdown has priority over every ordinary idle/backpressure state.
// Dispose sets one shared manual-reset signal for all persistent
// workers; no worker may reset that signal before its peers wake.
if (isDisposed)
return PreparationWorkerWakeAction.Exit;
if (!hasPendingRequests || stagingAtHighWater || arenaBackpressured)
return PreparationWorkerWakeAction.ResetAndWait;
return PreparationWorkerWakeAction.Process;
}
private sealed class ObjectReleaseTicket(
ulong id,
ObjectRenderData data,
@ -911,14 +934,20 @@ namespace AcDream.App.Rendering.Wb
{
// IsDisposed re-check lets Dispose cancel and join every
// tracked worker before the DAT mappings are released.
if (IsDisposed
|| _pendingRequests.Count == 0
|| _stagedMeshData.IsAtHighWater
|| _arenaBackpressured)
// Exit WITHOUT resetting the shared manual-reset event:
// Dispose sets it once to wake all four persistent workers.
// If the first worker reset it, the remaining three slept
// forever and graceful client shutdown deadlocked.
PreparationWorkerWakeAction wakeAction = DecidePreparationWorkerWake(
IsDisposed,
_pendingRequests.Count != 0,
_stagedMeshData.IsAtHighWater,
_arenaBackpressured);
if (wakeAction == PreparationWorkerWakeAction.Exit)
return;
if (wakeAction == PreparationWorkerWakeAction.ResetAndWait)
{
_preparationWorkAvailable.Reset();
if (IsDisposed)
return;
continue;
}