fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
3971997689
commit
749e8ceeb1
225 changed files with 29107 additions and 3914 deletions
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@ -22,12 +22,13 @@
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// terrain OutsideView planes, then points each renderer's per-instance slot
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// buffer at the right slots.
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//
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// Pure CPU byte-packing + a thin GL upload. NO GL types appear except in
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// UploadShared. The byte layout is asserted by ClipFrameLayoutTests so a silent
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// Pure CPU byte-packing + a thin GL upload. The byte layout is asserted by
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// ClipFrameLayoutTests so a silent
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// std430/std140 drift can't reach the GPU.
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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@ -78,16 +79,54 @@ public sealed class ClipFrame : IDisposable
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// Packed std140 bytes for the terrain UBO (always TerrainUboBytes long).
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private readonly byte[] _terrainBytes = new byte[TerrainUboBytes];
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// ---- GL-side state (lazily created on first UploadShared) ----------------
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// ---- GL-side state (lazily created on first upload) ----------------------
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private uint _regionSsbo;
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private uint _terrainUbo;
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private bool _glInitialized;
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private RetryableResourceReleaseLedger? _disposeResources;
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private bool _disposing;
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private bool _disposed;
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// GL reference captured on the first UploadShared so Dispose can delete the two
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// buffers. ClipFrame is long-lived in U.3 (GameWindow holds one via ??= NoClip()
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// and reuses it every frame), so we DO own buffer teardown — see Dispose.
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internal const int FrameSlotCount = GpuFrameFlightController.DefaultMaximumFramesInFlight;
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private sealed class RegionBuffer
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{
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public uint Name;
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public int CapacityBytes;
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public ClipBufferCapacityPolicy CapacityPolicy;
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}
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private sealed class TerrainBufferArena
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{
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public uint Name;
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public int CapacityBytes;
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public ClipBufferCapacityPolicy CapacityPolicy;
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}
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// A full clip-region table is immutable once ClipFrameAssembler has packed
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// the frame. Keep exactly one SSBO per GPU-fenced frame slot. Terrain clip
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// state changes between outside-view slices, so each frame slot owns one
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// UBO arena and each draw binds a distinct aligned range within that arena.
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// This bounds native object retention at six buffers total instead of one
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// region/terrain pair per outside-view slice.
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private readonly ClipFrameResourceRing<RegionBuffer> _regionBuffers =
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new(FrameSlotCount);
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private readonly ClipFrameResourceRing<TerrainBufferArena> _terrainBuffers =
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new(FrameSlotCount);
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private readonly ClipFrameUploadState _uploadState = new();
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private int _dynamicFrameSlot;
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private bool _dynamicFrameStarted;
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private int _terrainRecordStrideBytes;
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private TerrainClipBufferBinding _terrainBinding;
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internal int DynamicBufferSetCount =>
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Math.Max(_regionBuffers.Count, _terrainBuffers.Count);
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internal int RegionBufferCount => _regionBuffers.Count;
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internal int TerrainBufferCount => _terrainBuffers.Count;
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internal int TerrainRecordStrideBytes => _terrainRecordStrideBytes;
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// GL reference captured on the first upload so Dispose can delete each
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// frame-slot buffer. ClipFrame is long-lived and owns their teardown.
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private GL? _gl;
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private ClipFrame(byte[] regionBytes, int slotCount)
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@ -119,9 +158,7 @@ public sealed class ClipFrame : IDisposable
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/// (no-clip, count 0) and a terrain count of 0 — WITHOUT allocating a new
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/// frame or new GL buffers. The single long-lived <c>_clipFrame</c> in
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/// GameWindow is reset + re-packed every frame by <see cref="ClipFrameAssembler"/>,
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/// then re-uploaded via <see cref="UploadShared"/> (which reuses the same SSBO /
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/// UBO ids). This keeps the per-frame cost at one BufferData per buffer instead
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/// of leaking a fresh pair of GL buffers each frame.
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/// then uploaded through one SSBO and one terrain arena per fenced frame slot.
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/// </summary>
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public void Reset()
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{
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@ -139,16 +176,36 @@ public sealed class ClipFrame : IDisposable
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}
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/// <summary>The shared mesh-clip SSBO id, or 0 before the first
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/// <see cref="UploadShared"/>. Renderers may bind this directly if they don't
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/// receive it via a parameter; <see cref="UploadShared"/> already binds it to
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/// <see cref="UploadRegions"/>. Renderers may bind this directly if they don't
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/// receive it via a parameter; <see cref="UploadRegions"/> already binds it to
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/// <see cref="MeshClipSsboBinding"/>.</summary>
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public uint RegionSsbo => _regionSsbo;
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/// <summary>The terrain-clip UBO id, or 0 before the first
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/// <see cref="UploadShared"/>. Handed to <see cref="TerrainModernRenderer"/>
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/// so it can re-bind binding=2 (UBO namespace) before its draw.</summary>
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/// <see cref="UploadTerrainClip"/>. The buffer alone does not identify the
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/// active range; consumers should use <see cref="TerrainBinding"/>.</summary>
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public uint TerrainUbo => _terrainUbo;
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/// <summary>The currently installed terrain-clip range. The buffer name is
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/// stable for the current GPU-fenced frame slot; the offset advances once
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/// for every outside-view draw.</summary>
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public TerrainClipBufferBinding TerrainBinding => _terrainBinding;
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/// <summary>
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/// Selects one GPU-fenced frame slot. Its region SSBO and terrain arena are
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/// safe to reuse because the frame-flight controller already waited for the
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/// slot's preceding submission.
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/// </summary>
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public void BeginFrame(int frameSlot)
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{
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if ((uint)frameSlot >= FrameSlotCount)
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throw new ArgumentOutOfRangeException(nameof(frameSlot));
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_dynamicFrameSlot = frameSlot;
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_dynamicFrameStarted = true;
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_terrainBinding = default;
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_uploadState.BeginFrame();
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}
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/// <summary>
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/// Append one clip region (becomes the next slot index) from a
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/// <see cref="ClipPlaneSet"/>. Only the convex-plane case is supported in
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@ -215,55 +272,265 @@ public sealed class ClipFrame : IDisposable
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}
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/// <summary>
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/// Upload the shared mesh-clip SSBO (binding=2) and the terrain-clip UBO
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/// (binding=2, UBO namespace) and bind both to their binding points. Idempotent
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/// to call once per frame. Creates the GL buffers lazily on first call.
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/// Compatibility entry point for one-region/one-terrain callers. Complex
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/// PView frames should reserve their complete terrain sequence, upload the
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/// regions once, then call <see cref="UploadTerrainClip"/> per slice.
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/// </summary>
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public unsafe void UploadShared(GL gl)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ObjectDisposedException.ThrowIf(_disposed, this);
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ReserveTerrainUploads(gl, 1);
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UploadRegions(gl);
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UploadTerrainClip(gl);
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}
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if (!_glInitialized)
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/// <summary>
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/// Allocates the current frame slot's terrain arena before any draw uses it.
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/// The arena has one alignment-safe range per subsequent
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/// <see cref="UploadTerrainClip"/> call, so later slices never overwrite
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/// uniform data referenced by earlier GPU commands.
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/// </summary>
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public void ReserveTerrainUploads(GL gl, int uploadCount)
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{
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ValidateGlContext(gl);
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ArgumentOutOfRangeException.ThrowIfLessThan(uploadCount, 1);
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_uploadState.ValidateTerrainReservation(uploadCount);
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if (_terrainRecordStrideBytes == 0)
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{
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_gl = gl; // captured for Dispose (single context for the frame's lifetime)
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_regionSsbo = gl.GenBuffer();
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_terrainUbo = gl.GenBuffer();
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_glInitialized = true;
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GLHelpers.ThrowOnResourceError(gl, "ClipFrame terrain alignment query (precondition)");
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gl.GetInteger(GetPName.UniformBufferOffsetAlignment, out int alignment);
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GLHelpers.ThrowOnResourceError(gl, "ClipFrame terrain alignment query");
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_terrainRecordStrideBytes = ClipFrameArenaLayout.RecordStride(alignment);
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}
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TerrainBufferArena arena = GetOrCreateTerrainArena(gl);
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int requiredBytes = ClipFrameArenaLayout.RequiredBytes(
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uploadCount,
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_terrainRecordStrideBytes);
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int targetCapacity = arena.CapacityPolicy.SelectCapacity(
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arena.CapacityBytes,
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requiredBytes);
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if (targetCapacity != arena.CapacityBytes)
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{
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ClipBufferCapacityTransaction.Resize(
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ref arena.CapacityBytes,
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targetCapacity,
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(previousBytes, newBytes) =>
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TrackedGlResource.AllocateBufferStorage(
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gl,
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GLEnum.UniformBuffer,
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arena.Name,
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previousBytes,
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newBytes,
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GLEnum.DynamicDraw,
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"ClipFrame terrain UBO arena resize"));
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}
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_terrainUbo = arena.Name;
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_uploadState.CommitTerrainReservation(uploadCount);
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}
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/// <summary>Uploads and binds the immutable clip-region table once for the
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/// assembled frame.</summary>
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public unsafe void UploadRegions(GL gl)
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{
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ValidateGlContext(gl);
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_uploadState.ValidateRegionsNotUploaded();
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RegionBuffer region = GetOrCreateRegionBuffer(gl);
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int regionByteCount = checked(_slotCount * CellClipStrideBytes);
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int targetCapacity = region.CapacityPolicy.SelectCapacity(
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region.CapacityBytes,
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regionByteCount);
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if (targetCapacity != region.CapacityBytes)
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{
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ClipBufferCapacityTransaction.Resize(
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ref region.CapacityBytes,
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targetCapacity,
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(previousBytes, newBytes) =>
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TrackedGlResource.AllocateBufferStorage(
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gl,
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GLEnum.ShaderStorageBuffer,
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region.Name,
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previousBytes,
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newBytes,
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GLEnum.DynamicDraw,
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"ClipFrame region SSBO resize"));
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}
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int regionByteCount = _slotCount * CellClipStrideBytes;
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gl.BindBuffer(BufferTargetARB.ShaderStorageBuffer, _regionSsbo);
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fixed (byte* p = _regionBytes)
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{
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gl.BufferData(BufferTargetARB.ShaderStorageBuffer,
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(nuint)regionByteCount, p, BufferUsageARB.DynamicDraw);
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TrackedGlResource.UpdateBufferSubData(
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gl,
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GLEnum.ShaderStorageBuffer,
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region.Name,
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0,
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regionByteCount,
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p,
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"ClipFrame region SSBO update");
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}
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gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, MeshClipSsboBinding, _regionSsbo);
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gl.BindBufferBase(
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BufferTargetARB.ShaderStorageBuffer,
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MeshClipSsboBinding,
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region.Name);
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GLHelpers.ThrowOnResourceError(gl, "ClipFrame region SSBO binding");
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_regionSsbo = region.Name;
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_uploadState.MarkRegionsUploaded();
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}
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/// <summary>Uploads the current terrain clip bytes into the next unique
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/// aligned arena record and installs that range at UBO binding 2.</summary>
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public unsafe TerrainClipBufferBinding UploadTerrainClip(GL gl)
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{
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ValidateGlContext(gl);
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int recordIndex = _uploadState.NextTerrainRecord();
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TerrainBufferArena arena = _terrainBuffers.GetRequired(_dynamicFrameSlot);
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int offsetBytes = ClipFrameArenaLayout.RecordOffset(
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recordIndex,
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_terrainRecordStrideBytes);
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gl.BindBuffer(BufferTargetARB.UniformBuffer, _terrainUbo);
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fixed (byte* p = _terrainBytes)
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{
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gl.BufferData(BufferTargetARB.UniformBuffer,
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(nuint)TerrainUboBytes, p, BufferUsageARB.DynamicDraw);
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TrackedGlResource.UpdateBufferSubData(
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gl,
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GLEnum.UniformBuffer,
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arena.Name,
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offsetBytes,
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TerrainUboBytes,
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p,
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"ClipFrame terrain UBO range update");
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}
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gl.BindBufferBase(BufferTargetARB.UniformBuffer, TerrainClipUboBinding, _terrainUbo);
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_terrainBinding = new TerrainClipBufferBinding(
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arena.Name,
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offsetBytes,
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TerrainUboBytes);
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_terrainBinding.Bind(gl);
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_terrainUbo = arena.Name;
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return _terrainBinding;
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}
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public void BindTerrainClip(GL gl)
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{
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ValidateGlContext(gl);
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if (!_terrainBinding.IsValid)
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throw new InvalidOperationException("No terrain clip range has been uploaded for this frame.");
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_terrainBinding.Bind(gl);
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}
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private RegionBuffer GetOrCreateRegionBuffer(GL gl)
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{
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if (_regionBuffers.TryGet(_dynamicFrameSlot, out RegionBuffer? existing))
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return existing!;
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uint name = TrackedGlResource.CreateBuffer(gl, "ClipFrame region SSBO creation");
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var created = new RegionBuffer { Name = name };
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try
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{
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_regionBuffers.Set(_dynamicFrameSlot, created);
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return created;
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}
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catch
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{
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TrackedGlResource.DeleteBuffer(gl, name, 0, "ClipFrame region SSBO rollback");
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throw;
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}
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}
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private TerrainBufferArena GetOrCreateTerrainArena(GL gl)
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{
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if (_terrainBuffers.TryGet(_dynamicFrameSlot, out TerrainBufferArena? existing))
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return existing!;
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uint name = TrackedGlResource.CreateBuffer(gl, "ClipFrame terrain UBO creation");
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var created = new TerrainBufferArena { Name = name };
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try
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{
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_terrainBuffers.Set(_dynamicFrameSlot, created);
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return created;
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}
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catch
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{
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TrackedGlResource.DeleteBuffer(gl, name, 0, "ClipFrame terrain UBO rollback");
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throw;
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}
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}
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private void ValidateGlContext(GL gl)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (!_dynamicFrameStarted)
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throw new InvalidOperationException("BeginFrame must be called before uploading clip data.");
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if (_gl is null)
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_gl = gl;
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else if (!ReferenceEquals(_gl, gl))
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throw new InvalidOperationException("ClipFrame cannot span OpenGL contexts.");
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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// ClipFrame is long-lived in U.3 (GameWindow holds one via ??= NoClip() and
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// reuses it every frame), so we own the two GL buffers and delete them here.
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// _glInitialized guards the case where UploadShared never ran (no buffers to
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// delete, and _gl was never captured).
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if (_glInitialized && _gl is not null)
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if (_disposed || _disposing) return;
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_disposing = true;
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try
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{
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_gl.DeleteBuffer(_regionSsbo);
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_gl.DeleteBuffer(_terrainUbo);
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if (_disposeResources is null)
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{
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var releases = new List<(string Name, Action Release)>();
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if (_gl is not null)
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{
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int regionIndex = 0;
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foreach (RegionBuffer set in _regionBuffers.Values)
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{
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RetryableGpuResourceRelease release =
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TrackedGlResource.CreateRetryableBufferDeletion(
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_gl,
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set.Name,
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set.CapacityBytes,
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"ClipFrame region SSBO disposal");
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releases.Add(($"region-ssbo-{regionIndex++}", release.Run));
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}
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int terrainIndex = 0;
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foreach (TerrainBufferArena arena in _terrainBuffers.Values)
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{
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RetryableGpuResourceRelease release =
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TrackedGlResource.CreateRetryableBufferDeletion(
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_gl,
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arena.Name,
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arena.CapacityBytes,
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"ClipFrame terrain UBO disposal");
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releases.Add(($"terrain-ubo-{terrainIndex++}", release.Run));
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}
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}
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_disposeResources = new RetryableResourceReleaseLedger(releases);
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}
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ResourceReleaseAttempt attempt = _disposeResources.Advance();
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if (!_disposeResources.IsComplete)
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{
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throw attempt.ToException(
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"One or more ClipFrame GPU buffers could not be released.");
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}
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_regionSsbo = 0;
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_terrainUbo = 0;
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_terrainBinding = default;
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_dynamicFrameStarted = false;
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_disposeResources = null;
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_disposed = true;
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if (attempt.HasFailures)
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{
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throw attempt.ToException(
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"ClipFrame GPU buffers released with exceptional committed outcomes.");
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}
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}
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finally
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{
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_disposing = false;
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}
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}
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@ -310,3 +577,230 @@ public sealed class ClipFrame : IDisposable
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/// <summary>Test seam: the packed std140 terrain UBO bytes.</summary>
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internal ReadOnlySpan<byte> TerrainBytesForTest => _terrainBytes;
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}
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/// <summary>A single std140 terrain-clip record within a frame-slot UBO arena.</summary>
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public readonly record struct TerrainClipBufferBinding(
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uint Buffer,
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int OffsetBytes,
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int SizeBytes)
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{
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public bool IsValid => Buffer != 0 && OffsetBytes >= 0 && SizeBytes > 0;
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public void Bind(GL gl)
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{
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ArgumentNullException.ThrowIfNull(gl);
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if (!IsValid)
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throw new InvalidOperationException("Cannot bind an empty terrain clip range.");
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gl.BindBufferRange(
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BufferTargetARB.UniformBuffer,
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ClipFrame.TerrainClipUboBinding,
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Buffer,
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(nint)OffsetBytes,
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(nuint)SizeBytes);
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GLHelpers.ThrowOnResourceError(gl, "ClipFrame terrain UBO range binding");
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}
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}
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internal static class ClipFrameArenaLayout
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{
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public static int RecordStride(int uniformBufferOffsetAlignment)
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{
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ArgumentOutOfRangeException.ThrowIfLessThan(uniformBufferOffsetAlignment, 1);
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long stride = ((long)ClipFrame.TerrainUboBytes + uniformBufferOffsetAlignment - 1L)
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/ uniformBufferOffsetAlignment
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* uniformBufferOffsetAlignment;
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if (stride > int.MaxValue)
|
||||
throw new OverflowException("Terrain clip UBO record stride exceeds Int32.MaxValue.");
|
||||
return (int)stride;
|
||||
}
|
||||
|
||||
public static int RecordOffset(int recordIndex, int recordStrideBytes)
|
||||
{
|
||||
ArgumentOutOfRangeException.ThrowIfNegative(recordIndex);
|
||||
ArgumentOutOfRangeException.ThrowIfLessThan(recordStrideBytes, ClipFrame.TerrainUboBytes);
|
||||
return checked(recordIndex * recordStrideBytes);
|
||||
}
|
||||
|
||||
public static int RequiredBytes(int recordCount, int recordStrideBytes)
|
||||
{
|
||||
ArgumentOutOfRangeException.ThrowIfLessThan(recordCount, 1);
|
||||
ArgumentOutOfRangeException.ThrowIfLessThan(recordStrideBytes, ClipFrame.TerrainUboBytes);
|
||||
return checked(recordCount * recordStrideBytes);
|
||||
}
|
||||
}
|
||||
|
||||
internal static class ClipBufferCapacityTransaction
|
||||
{
|
||||
/// <summary>Publishes capacity only after BufferData succeeds, and before
|
||||
/// any later upload/bind operation can throw.</summary>
|
||||
public static void Resize(
|
||||
ref int publishedCapacityBytes,
|
||||
int targetCapacityBytes,
|
||||
Action<int, int> allocate)
|
||||
{
|
||||
ArgumentOutOfRangeException.ThrowIfNegative(publishedCapacityBytes);
|
||||
ArgumentOutOfRangeException.ThrowIfLessThan(targetCapacityBytes, 1);
|
||||
ArgumentNullException.ThrowIfNull(allocate);
|
||||
|
||||
int previousCapacityBytes = publishedCapacityBytes;
|
||||
allocate(previousCapacityBytes, targetCapacityBytes);
|
||||
publishedCapacityBytes = targetCapacityBytes;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Growth is immediate; shrinking requires repeated severe under-use. This
|
||||
/// avoids reallocating during ordinary portal-count jitter while ensuring a
|
||||
/// one-off pathological flood does not permanently pin its peak GPU storage.
|
||||
/// </summary>
|
||||
internal struct ClipBufferCapacityPolicy
|
||||
{
|
||||
internal const int ShrinkAfterUnderusedFrames = 3;
|
||||
internal const int ShrinkUtilizationDivisor = 4;
|
||||
|
||||
private int _underusedFrames;
|
||||
|
||||
public int SelectCapacity(int currentBytes, int requiredBytes)
|
||||
{
|
||||
ArgumentOutOfRangeException.ThrowIfNegative(currentBytes);
|
||||
ArgumentOutOfRangeException.ThrowIfLessThan(requiredBytes, 1);
|
||||
|
||||
if (requiredBytes > currentBytes)
|
||||
{
|
||||
_underusedFrames = 0;
|
||||
return DynamicBufferCapacity.Grow(currentBytes, requiredBytes);
|
||||
}
|
||||
|
||||
if ((long)requiredBytes * ShrinkUtilizationDivisor <= currentBytes)
|
||||
{
|
||||
_underusedFrames++;
|
||||
if (_underusedFrames >= ShrinkAfterUnderusedFrames)
|
||||
{
|
||||
_underusedFrames = 0;
|
||||
return DynamicBufferCapacity.Grow(0, requiredBytes);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_underusedFrames = 0;
|
||||
}
|
||||
|
||||
return currentBytes;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Fixed-cardinality resource ownership indexed by the same frame
|
||||
/// slots protected by <see cref="GpuFrameFlightController"/>.</summary>
|
||||
internal sealed class ClipFrameResourceRing<T>(int slotCount) where T : class
|
||||
{
|
||||
private readonly T?[] _slots = new T?[slotCount > 0
|
||||
? slotCount
|
||||
: throw new ArgumentOutOfRangeException(nameof(slotCount))];
|
||||
|
||||
public int Count { get; private set; }
|
||||
|
||||
public bool TryGet(int slot, out T? resource)
|
||||
{
|
||||
ValidateSlot(slot);
|
||||
resource = _slots[slot];
|
||||
return resource is not null;
|
||||
}
|
||||
|
||||
public T GetRequired(int slot)
|
||||
{
|
||||
ValidateSlot(slot);
|
||||
return _slots[slot]
|
||||
?? throw new InvalidOperationException($"Frame slot {slot} has no resource.");
|
||||
}
|
||||
|
||||
public void Set(int slot, T resource)
|
||||
{
|
||||
ValidateSlot(slot);
|
||||
ArgumentNullException.ThrowIfNull(resource);
|
||||
if (_slots[slot] is not null)
|
||||
throw new InvalidOperationException($"Frame slot {slot} already owns a resource.");
|
||||
_slots[slot] = resource;
|
||||
Count++;
|
||||
}
|
||||
|
||||
public IEnumerable<T> Values
|
||||
{
|
||||
get
|
||||
{
|
||||
for (int i = 0; i < _slots.Length; i++)
|
||||
if (_slots[i] is T value)
|
||||
yield return value;
|
||||
}
|
||||
}
|
||||
|
||||
private void ValidateSlot(int slot)
|
||||
{
|
||||
if ((uint)slot >= (uint)_slots.Length)
|
||||
throw new ArgumentOutOfRangeException(nameof(slot));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Pure sequencing state for one ClipFrame render submission.</summary>
|
||||
internal sealed class ClipFrameUploadState
|
||||
{
|
||||
private bool _frameStarted;
|
||||
private bool _regionsUploaded;
|
||||
private int _terrainReserved;
|
||||
private int _terrainCursor;
|
||||
|
||||
public int TerrainReserved => _terrainReserved;
|
||||
public int TerrainUploaded => _terrainCursor;
|
||||
public bool RegionsUploaded => _regionsUploaded;
|
||||
|
||||
public void BeginFrame()
|
||||
{
|
||||
_frameStarted = true;
|
||||
_regionsUploaded = false;
|
||||
_terrainReserved = 0;
|
||||
_terrainCursor = 0;
|
||||
}
|
||||
|
||||
public void ValidateRegionsNotUploaded()
|
||||
{
|
||||
EnsureFrameStarted();
|
||||
if (_regionsUploaded)
|
||||
throw new InvalidOperationException("Clip regions may be uploaded only once per frame.");
|
||||
}
|
||||
|
||||
public void MarkRegionsUploaded()
|
||||
{
|
||||
ValidateRegionsNotUploaded();
|
||||
_regionsUploaded = true;
|
||||
}
|
||||
|
||||
public void ValidateTerrainReservation(int uploadCount)
|
||||
{
|
||||
EnsureFrameStarted();
|
||||
ArgumentOutOfRangeException.ThrowIfLessThan(uploadCount, 1);
|
||||
if (_terrainReserved != 0)
|
||||
throw new InvalidOperationException("Terrain uploads have already been reserved for this frame.");
|
||||
}
|
||||
|
||||
public void CommitTerrainReservation(int uploadCount)
|
||||
{
|
||||
ValidateTerrainReservation(uploadCount);
|
||||
_terrainReserved = uploadCount;
|
||||
}
|
||||
|
||||
public int NextTerrainRecord()
|
||||
{
|
||||
EnsureFrameStarted();
|
||||
if (_terrainReserved == 0)
|
||||
throw new InvalidOperationException("ReserveTerrainUploads must run before terrain clip uploads.");
|
||||
if (_terrainCursor >= _terrainReserved)
|
||||
throw new InvalidOperationException("Terrain clip uploads exceeded the reserved arena record count.");
|
||||
return _terrainCursor++;
|
||||
}
|
||||
|
||||
private void EnsureFrameStarted()
|
||||
{
|
||||
if (!_frameStarted)
|
||||
throw new InvalidOperationException("BeginFrame must be called before uploading clip data.");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue