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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using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Tests.Rendering.Wb;
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public sealed class ObjectMeshWorkerLifecycleTests
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{
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[Fact]
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public void Shutdown_never_resets_the_shared_worker_wake_signal()
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{
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Assert.Equal(
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ObjectMeshManager.PreparationWorkerWakeAction.Exit,
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ObjectMeshManager.DecidePreparationWorkerWake(
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isDisposed: true,
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hasPendingRequests: false,
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stagingAtHighWater: true,
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arenaBackpressured: true));
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Assert.Equal(
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ObjectMeshManager.PreparationWorkerWakeAction.ResetAndWait,
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ObjectMeshManager.DecidePreparationWorkerWake(
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isDisposed: false,
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hasPendingRequests: false,
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stagingAtHighWater: false,
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arenaBackpressured: false));
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Assert.Equal(
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ObjectMeshManager.PreparationWorkerWakeAction.Process,
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ObjectMeshManager.DecidePreparationWorkerWake(
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isDisposed: false,
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hasPendingRequests: true,
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stagingAtHighWater: false,
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arenaBackpressured: false));
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}
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}
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