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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@ -91,6 +91,62 @@ public sealed class FramePacingControllerTests
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Assert.Equal([25L], waiter.Durations);
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}
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[Theory]
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[InlineData(1L, 10_000_000L, 1L)]
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[InlineData(1L, 3L, 3_333_334L)]
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[InlineData(6_000L, 1_000_000L, 60_000L)]
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[InlineData(1_000L, 1_000L, 10_000_000L)]
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public void High_resolution_timer_conversion_rounds_up_without_losing_time(
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long durationTicks,
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long frequency,
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long expectedHundredNanoseconds)
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{
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Assert.Equal(
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expectedHundredNanoseconds,
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WindowsHighResolutionFramePacingWaiter.ConvertTicksToHundredNanoseconds(
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durationTicks,
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frequency));
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}
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[Fact]
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public void High_resolution_timer_conversion_saturates_instead_of_overflowing()
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{
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Assert.Equal(
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long.MaxValue,
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WindowsHighResolutionFramePacingWaiter.ConvertTicksToHundredNanoseconds(
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long.MaxValue,
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clockFrequency: 1));
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}
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[Fact]
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public void Windows_high_resolution_timer_arms_and_disposes_its_handle()
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{
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if (!OperatingSystem.IsWindowsVersionAtLeast(10, 0, 17134))
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return;
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using var timer = WindowsHighResolutionFramePacingWaiter.Create();
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timer.Wait(1, System.Diagnostics.Stopwatch.Frequency);
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timer.Dispose();
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timer.Dispose();
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Assert.Throws<ObjectDisposedException>(() => timer.Wait(1, 1));
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}
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[Fact]
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public void Controller_disposes_owned_waiter_exactly_once()
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{
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var waiter = new DisposableWaiter();
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var controller = new FramePacingController(
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new FakeClock(frequency: 1_000),
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waiter,
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ownsWaiter: true);
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controller.Dispose();
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controller.Dispose();
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Assert.Equal(1, waiter.DisposeCount);
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}
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private sealed class FakeClock(long frequency) : IFramePacingClock
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{
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public long Frequency { get; } = frequency;
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@ -113,4 +169,15 @@ public sealed class FramePacingControllerTests
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clock.Timestamp += durationTicks + OvershootTicks;
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}
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}
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private sealed class DisposableWaiter : IFramePacingWaiter, IDisposable
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{
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public int DisposeCount { get; private set; }
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public void Wait(long durationTicks, long clockFrequency)
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{
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}
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public void Dispose() => DisposeCount++;
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}
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}
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