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:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

@ -18,9 +18,14 @@ public sealed class RetailPViewRenderer
private readonly ClipFrame _clipFrame;
private readonly EnvCellRenderer _envCells;
private readonly WbDrawDispatcher _entities;
private readonly PortalVisibilityFrame _mainPortalFrameScratch = new();
private readonly ClipFrameAssembly _clipAssemblyScratch = new();
private readonly ViewconeCuller _viewconeScratch = new();
private readonly RetailPViewFrameResult _frameResultScratch = new();
private static readonly ClipViewSlice NoClipSlice =
new(0, new Vector4(-1f, -1f, 1f, 1f), Array.Empty<Vector4>());
private static readonly ClipViewSlice[] NoClipSlices = { NoClipSlice };
private readonly HashSet<uint> _oneCell = new(1);
// Shell-batch scratch: all of a pass's cells collected for ONE batched
@ -28,14 +33,20 @@ public sealed class RetailPViewRenderer
// frames + across look-in buildings. Spec:
// docs/superpowers/specs/2026-06-23-envcell-shell-batching-design.md
private readonly HashSet<uint> _shellBatch = new();
// Transparent shell cells retain IndoorDrawPlan's far-to-near order. The
// EnvCell renderer uploads shared instance/command data once, then issues
// range-addressed MDI calls in this exact order.
private readonly List<uint> _orderedTransparentShellCells = new();
// R-A2: per-building flood grouping, reused across frames (inner lists cleared each frame).
private readonly Dictionary<uint, List<LoadedCell>> _buildingGroups = new();
private readonly BuildingGroupScratch _buildingGroups = new();
private readonly PortalVisibilityFrame _outdoorBuildingFrameScratch = new();
// #124: per-building look-in frames under an INTERIOR root, drawn as a
// landscape-stage sub-pass (DrawBuildingLookIns) — never merged into the
// main frame (see DrawInside). Rebuilt each interior-root frame.
private readonly List<PortalVisibilityFrame> _lookInFrames = new();
private readonly Stack<PortalVisibilityFrame> _lookInFramePool = new();
private readonly HashSet<uint> _lookInPrepareScratch = new();
// #131/#132: the late landscape phase's scene-particle owner survivors
@ -56,6 +67,7 @@ public sealed class RetailPViewRenderer
// DrawCellObjectLists, RetailPViewFrameResult.DrawableCells) reads it
// synchronously within the same frame it was built.
private readonly HashSet<uint> _drawableCellsScratch = new();
private readonly RetailPViewScratchRetention _scratchRetention = new();
// T2 (BR-4): retail has NO distance constant on the flood-admission chain
// (DrawBuilding → portal walk → ConstructView: viewconeCheck + side test +
@ -79,6 +91,8 @@ public sealed class RetailPViewRenderer
public RetailPViewFrameResult DrawInside(RetailPViewDrawContext ctx)
{
ArgumentNullException.ThrowIfNull(ctx);
RecycleLookInFrames();
ResetBuildingGroups();
var pvFrame = PortalVisibilityBuilder.Build(
ctx.RootCell,
@ -86,7 +100,8 @@ public sealed class RetailPViewRenderer
ctx.CellLookup,
ctx.ViewProjection,
buildingMembership: null,
drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ,
reuseFrame: _mainPortalFrameScratch);
// R-A2: outdoor root — flood each nearby building SEPARATELY from its own entrance and merge
// the small (~2-cell) per-building views into the frame. Retail reaches building interiors via
@ -111,14 +126,17 @@ public sealed class RetailPViewRenderer
// side). Outdoor roots keep the MergeNearbyBuildingFloods path above
// (no depth clear under outdoor roots — the merged form is equivalent
// there).
_lookInFrames.Clear();
if (!ctx.RootCell.IsOutdoorNode
&& ctx.NearbyBuildingCells is not null
&& pvFrame.OutsideView.Polygons.Count > 0)
BuildInteriorRootLookIns(ctx, pvFrame);
var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame);
UploadClipFrame(ctx.SetTerrainClipUbo);
var clipAssembly = ClipFrameAssembler.Assemble(
_clipFrame,
pvFrame,
_clipAssemblyScratch);
int terrainUploadCount = checked(1 + clipAssembly.OutsideViewSlices.Length * 2);
PrepareClipFrame(ctx.SetTerrainClipUbo, terrainUploadCount);
// R1: draw EVERY visible cell (retail cell_draw_list), not only the cells the
// assembler handed a clip-slot. This feeds the Prepare filter + entity partition,
@ -161,13 +179,11 @@ public sealed class RetailPViewRenderer
InteriorEntityPartition.Partition(_partitionResult, prepareCells, ctx.LandblockEntries);
var partition = _partitionResult;
var result = new RetailPViewFrameResult
{
PortalFrame = pvFrame,
ClipAssembly = clipAssembly,
DrawableCells = drawableCells,
Partition = partition,
};
RetailPViewFrameResult result = _frameResultScratch.Reset(
pvFrame,
clipAssembly,
drawableCells,
partition);
ctx.EmitDiagnostics?.Invoke(result);
@ -183,7 +199,10 @@ public sealed class RetailPViewRenderer
// T3 (BR-5): retail viewconeCheck — meshes are sphere-CULLED per view,
// never clipped (Ghidra 0x0054c250). Built once per frame from the
// assembled slices + this frame's view-projection.
var viewcone = ViewconeCuller.Build(clipAssembly, ctx.ViewProjection);
var viewcone = ViewconeCuller.Build(
clipAssembly,
ctx.ViewProjection,
_viewconeScratch);
// #118: stage assignment for dynamics under an INTERIOR root. Retail
// draws the OUTSIDE world's objects inside the landscape stage —
@ -224,36 +243,22 @@ public sealed class RetailPViewRenderer
// R-A2: group the nearby building cells by BuildingId and run one per-building flood per group
// (retail's per-building ConstructView(CBldPortal)), merging each small view into the frame. The
// grouping dict is reused across frames; inner lists are cleared each frame so a building that left
// the near set simply contributes an empty (skipped) group.
// grouping dict contains only this frame's keys; lists are pooled across frames.
private void MergeNearbyBuildingFloods(RetailPViewDrawContext ctx, PortalVisibilityFrame pvFrame)
{
foreach (var group in _buildingGroups.Values)
group.Clear();
foreach (var cell in ctx.NearbyBuildingCells!)
{
// R-A2 seam fix: a cell without a BuildingId (unstamped, or outdoor-adjacent with an exit
// portal) must STILL flood — the pre-R-A2 node flood reached it via a reverse portal, so
// dropping it (the original `continue`) left holes at building/terrain seams. Key it by its
// own CellId → a singleton per-entrance flood: a cell with an exit portal seeds from it, a
// cell with none contributes nothing (same as before). BuildingId/CellId key collisions are
// harmless — BuildFromExterior seeds each exit-portal cell in a group independently.
uint groupKey = cell.BuildingId ?? cell.CellId;
if (!_buildingGroups.TryGetValue(groupKey, out var group))
{
group = new List<LoadedCell>();
_buildingGroups[groupKey] = group;
}
group.Add(cell);
}
RebuildBuildingGroups(ctx.NearbyBuildingCells!);
foreach (var group in _buildingGroups.Values)
{
if (group.Count == 0)
continue;
var buildingFrame = PortalVisibilityBuilder.ConstructViewBuilding(
group, ctx.ViewerEyePos, ctx.CellLookup, ctx.ViewProjection, OutdoorBuildingSeedDistance);
group,
ctx.ViewerEyePos,
ctx.CellLookup,
ctx.ViewProjection,
OutdoorBuildingSeedDistance,
reuseFrame: _outdoorBuildingFrameScratch);
MergeBuildingFrame(pvFrame, buildingFrame);
}
}
@ -277,15 +282,19 @@ public sealed class RetailPViewRenderer
if (!src.CellViews.TryGetValue(cellId, out var srcView))
continue;
if (target.CellViews.TryGetValue(cellId, out var existing))
if (!target.CellViews.TryGetValue(cellId, out var existing))
{
foreach (var p in srcView.Polygons)
existing.Add(p);
continue;
existing = target.RentCellView();
target.CellViews[cellId] = existing;
target.OrderedVisibleCells.Add(cellId);
}
target.CellViews[cellId] = srcView;
target.OrderedVisibleCells.Add(cellId);
// Copy the view polygons into storage owned by the target frame.
// Source building frames are reused immediately for the next
// building flood, so retaining their CellView reference would
// alias pooled scratch and mutate the merged main view.
foreach (var p in srcView.Polygons)
existing.Add(target.CopyPolygon(p.Vertices));
}
}
@ -297,32 +306,51 @@ public sealed class RetailPViewRenderer
// building self-excludes via the seed eye-side test.
private void BuildInteriorRootLookIns(RetailPViewDrawContext ctx, PortalVisibilityFrame pvFrame)
{
foreach (var group in _buildingGroups.Values)
group.Clear();
foreach (var cell in ctx.NearbyBuildingCells!)
{
uint groupKey = cell.BuildingId ?? cell.CellId;
if (!_buildingGroups.TryGetValue(groupKey, out var group))
{
group = new List<LoadedCell>();
_buildingGroups[groupKey] = group;
}
group.Add(cell);
}
RebuildBuildingGroups(ctx.NearbyBuildingCells!);
foreach (var group in _buildingGroups.Values)
{
if (group.Count == 0)
continue;
PortalVisibilityFrame frameScratch = _lookInFramePool.Count != 0
? _lookInFramePool.Pop()
: new PortalVisibilityFrame();
var frame = PortalVisibilityBuilder.ConstructViewBuilding(
group, ctx.ViewerEyePos, ctx.CellLookup, ctx.ViewProjection,
OutdoorBuildingSeedDistance, pvFrame.OutsideView.Polygons);
OutdoorBuildingSeedDistance, pvFrame.OutsideView.Polygons,
reuseFrame: frameScratch);
if (frame.OrderedVisibleCells.Count > 0)
_lookInFrames.Add(frame);
else
ReturnLookInFrame(frame);
}
}
private void RecycleLookInFrames()
{
for (int i = 0; i < _lookInFrames.Count; i++)
ReturnLookInFrame(_lookInFrames[i]);
_scratchRetention.ClearFrameBuffers(
_lookInFrames,
_lookInPrepareScratch,
_drawableCellsScratch,
_shellBatch,
_orderedTransparentShellCells);
}
private void ReturnLookInFrame(PortalVisibilityFrame frame)
{
frame.ResetForBuild();
if (_lookInFramePool.Count < RetailPViewScratchRetention.MaxRetainedLookInFrames)
_lookInFramePool.Push(frame);
}
private void RebuildBuildingGroups(IReadOnlyList<LoadedCell> nearbyCells)
=> _buildingGroups.Rebuild(nearbyCells);
private void ResetBuildingGroups()
=> _buildingGroups.Reset();
// #124: draw the interior-root look-ins INSIDE the landscape stage —
// retail's placement (LScape::draw → DrawBlock → DrawSortCell →
// DrawBuilding runs as the FIRST call of DrawCells' outside-view branch,
@ -355,17 +383,15 @@ public sealed class RetailPViewRenderer
continue;
foreach (var poly in view.Polygons)
{
var single = new CellView();
single.Add(poly);
var cps = ClipPlaneSet.From(single);
var cps = ClipPlaneSet.From(poly);
if (cps.IsNothingVisible)
continue;
var planes = new Vector4[cps.Count];
for (int p = 0; p < cps.Count; p++)
planes[p] = cps.Planes[p];
ctx.DrawLookInPortalPunch(new RetailPViewCellSliceContext(
cellId,
new ClipViewSlice(0, new Vector4(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY), planes),
new ClipViewSlice(
0,
new Vector4(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY),
cps.PlaneArray),
Array.Empty<WorldEntity>()));
}
}
@ -454,7 +480,7 @@ public sealed class RetailPViewRenderer
foreach (var slice in clipAssembly.OutsideViewSlices)
{
_clipFrame.SetTerrainClip(slice.Planes);
UploadClipFrame(ctx.SetTerrainClipUbo);
UploadTerrainClip(ctx.SetTerrainClipUbo);
// T3 (BR-5): entities are never hard-clipped — retail viewcone-
// CHECKS each mesh's sphere against the view (Ghidra 0x0054c250)
// and draws it whole. The old per-slice entity clip routing
@ -490,7 +516,7 @@ public sealed class RetailPViewRenderer
foreach (var slice in clipAssembly.OutsideViewSlices)
{
_clipFrame.SetTerrainClip(slice.Planes);
UploadClipFrame(ctx.SetTerrainClipUbo);
UploadTerrainClip(ctx.SetTerrainClipUbo);
_entities.ClearClipRouting();
_outdoorStaticScratch.Clear(); // late: dynamics survivors
@ -595,7 +621,7 @@ public sealed class RetailPViewRenderer
// the outside slice's slot + NDC AABB + planes (CPU side), the region-SSBO bytes decoded
// at that slot (what mesh_modern.vert reads for routed instances), the terrain-UBO head
// (what terrain/sky gate against), and the CellIdToSlot routing table. Fires AFTER
// SetTerrainClip + UploadClipFrame + SetClipRouting, BEFORE DrawLandscapeSlice — so the
// SetTerrainClip + UploadTerrainClip + SetClipRouting, BEFORE DrawLandscapeSlice — so the
// printed bytes are exactly what this slice's draws consume.
private void EmitClipRouteProbe(ClipFrameAssembly clipAssembly, ClipViewSlice slice, int sliceIndex)
{
@ -626,7 +652,7 @@ public sealed class RetailPViewRenderer
}
sb.Append('}');
// Region-SSBO content decoded at the routed slot, from the packed bytes UploadClipFrame
// Region-SSBO content decoded at the routed slot, from the packed bytes UploadRegions
// just uploaded — slot stride 144: count uint at +0, planes[8] at +16.
var rb = _clipFrame.RegionBytesForTest;
int off = slice.Slot * ClipFrame.CellClipStrideBytes;
@ -715,17 +741,17 @@ public sealed class RetailPViewRenderer
if (_shellBatch.Count > 0)
_envCells.Render(WbRenderPass.Opaque, _shellBatch);
// Transparent: far→near order matters for compositing, so keep these
// per-cell in ShellPass order — but skip cells with no transparent
// geometry (most are opaque-only walls/floors), removing the bulk of the
// per-cell transparent Render calls.
// Transparent: far-to-near order matters for compositing. The ordered
// list retains ShellPass cell boundaries while EnvCellRenderer shares
// one instance/command/light upload across the complete pass.
_orderedTransparentShellCells.Clear();
foreach (var entry in IndoorDrawPlan.ShellPass(pvFrame))
{
if (!_envCells.CellHasTransparent(entry.CellId)) continue;
_oneCell.Clear();
_oneCell.Add(entry.CellId);
_envCells.Render(WbRenderPass.Transparent, _oneCell);
if (_envCells.CellHasTransparent(entry.CellId))
_orderedTransparentShellCells.Add(entry.CellId);
}
if (_orderedTransparentShellCells.Count > 0)
_envCells.RenderTransparentOrdered(_orderedTransparentShellCells);
}
// T1: the frame's single LAST entity pass — ALL server-spawned dynamics
@ -994,7 +1020,7 @@ public sealed class RetailPViewRenderer
&& slices.Length > 0)
return slices;
return new[] { NoClipSlice };
return NoClipSlices;
}
private void UseIndoorMembershipOnlyRouting()
@ -1026,19 +1052,25 @@ public sealed class RetailPViewRenderer
animatedEntityIds: ctx.AnimatedEntityIds);
}
private void RestoreNoClip(Action<uint> setTerrainClipUbo)
private void PrepareClipFrame(
Action<TerrainClipBufferBinding> setTerrainClipUbo,
int terrainUploadCount)
{
_clipFrame.Reset();
UploadClipFrame(setTerrainClipUbo);
UseIndoorMembershipOnlyRouting();
}
private void UploadClipFrame(Action<uint> setTerrainClipUbo)
{
_clipFrame.UploadShared(_gl);
// Allocate every terrain record before issuing the first draw. BufferData
// therefore never replaces the arena's backing store while an earlier
// slice can still reference it. The large region table is immutable for
// this assembled PView frame and is uploaded exactly once.
_clipFrame.ReserveTerrainUploads(_gl, terrainUploadCount);
_clipFrame.UploadRegions(_gl);
_entities.SetClipRegionSsbo(_clipFrame.RegionSsbo);
_envCells.SetClipRegionSsbo(_clipFrame.RegionSsbo);
setTerrainClipUbo(_clipFrame.TerrainUbo);
UploadTerrainClip(setTerrainClipUbo);
}
private void UploadTerrainClip(Action<TerrainClipBufferBinding> setTerrainClipUbo)
{
TerrainClipBufferBinding binding = _clipFrame.UploadTerrainClip(_gl);
setTerrainClipUbo(binding);
}
}
@ -1067,6 +1099,168 @@ public interface IRetailPViewCellDrawContext : IRetailPViewCellDrawCallbacks
public Action<IReadOnlyList<WorldEntity>>? DrawDynamicsParticles { get; }
}
/// <summary>
/// Capacity policy for renderer-owned, one-frame scratch. Normal warmed frames
/// retain their storage; a pathological visibility spike is released at the
/// next frame boundary instead of becoming permanent process memory.
/// </summary>
internal sealed class RetailPViewScratchRetention
{
internal const int MaxRetainedLookInFrames = 32;
internal const int MaxRetainedCellItems = 512;
internal const int CapacityTrimIdleFrames = 120;
private int _lookInFramesUnderusedFrames;
private int _lookInPrepareUnderusedFrames;
private int _drawableCellsUnderusedFrames;
private int _shellBatchUnderusedFrames;
private int _orderedTransparentUnderusedFrames;
internal void ClearFrameBuffers(
List<PortalVisibilityFrame> lookInFrames,
HashSet<uint> lookInPrepare,
HashSet<uint> drawableCells,
HashSet<uint> shellBatch,
List<uint> orderedTransparentShellCells)
{
ClearCold(
lookInFrames,
MaxRetainedLookInFrames,
ref _lookInFramesUnderusedFrames);
ClearCold(
lookInPrepare,
MaxRetainedCellItems,
ref _lookInPrepareUnderusedFrames);
ClearCold(
drawableCells,
MaxRetainedCellItems,
ref _drawableCellsUnderusedFrames);
ClearCold(shellBatch, MaxRetainedCellItems, ref _shellBatchUnderusedFrames);
ClearCold(
orderedTransparentShellCells,
MaxRetainedCellItems,
ref _orderedTransparentUnderusedFrames);
}
private static void ClearCold<T>(
List<T> values,
int maximumRetainedCapacity,
ref int underusedFrames)
{
int usedCount = values.Count;
int capacity = values.Capacity;
values.Clear();
if (!ShouldTrim(
capacity,
usedCount,
maximumRetainedCapacity,
ref underusedFrames))
return;
if (capacity > maximumRetainedCapacity)
values.Capacity = 0;
}
private static void ClearCold<T>(
HashSet<T> values,
int maximumRetainedCapacity,
ref int underusedFrames)
{
int usedCount = values.Count;
int capacity = values.EnsureCapacity(0);
values.Clear();
if (!ShouldTrim(
capacity,
usedCount,
maximumRetainedCapacity,
ref underusedFrames))
return;
if (capacity > maximumRetainedCapacity)
values.TrimExcess();
}
private static bool ShouldTrim(
int capacity,
int usedCount,
int maximumRetainedCapacity,
ref int underusedFrames)
{
if (capacity <= maximumRetainedCapacity || (long)usedCount * 2L > capacity)
{
underusedFrames = 0;
return false;
}
underusedFrames++;
if (underusedFrames < CapacityTrimIdleFrames)
return false;
underusedFrames = 0;
return true;
}
}
/// <summary>
/// Frame-scoped grouping for retail's per-building portal floods. Active keys
/// are rebuilt in nearby-cell encounter order every frame; the value lists are
/// retained through a bounded pool so travelling through the world cannot turn
/// every historical building id into permanent memory or per-frame scan work.
/// </summary>
internal sealed class BuildingGroupScratch
{
internal const int MaxRetainedGroups = 256;
internal const int MaxRetainedCellsPerGroup = 256;
private readonly Dictionary<uint, List<LoadedCell>> _active = new();
private readonly Stack<List<LoadedCell>> _listPool = new();
internal Dictionary<uint, List<LoadedCell>>.ValueCollection Values => _active.Values;
internal IReadOnlyDictionary<uint, List<LoadedCell>> Groups => _active;
internal int ActiveGroupCount => _active.Count;
internal int RetainedListCount => _listPool.Count;
internal int MapCapacity => _active.EnsureCapacity(0);
internal void Rebuild(IReadOnlyList<LoadedCell> nearbyCells)
{
ArgumentNullException.ThrowIfNull(nearbyCells);
Reset();
for (int i = 0; i < nearbyCells.Count; i++)
{
LoadedCell cell = nearbyCells[i];
// R-A2 seam behavior: an unstamped cell still gets a singleton
// entrance flood keyed by CellId.
uint groupKey = cell.BuildingId ?? cell.CellId;
if (!_active.TryGetValue(groupKey, out List<LoadedCell>? group))
{
group = _listPool.Count != 0
? _listPool.Pop()
: new List<LoadedCell>();
_active.Add(groupKey, group);
}
group.Add(cell);
}
}
internal void Reset()
{
foreach (List<LoadedCell> group in _active.Values)
{
group.Clear();
if (group.Capacity <= MaxRetainedCellsPerGroup
&& _listPool.Count < MaxRetainedGroups)
{
_listPool.Push(group);
}
}
_active.Clear();
if (_active.EnsureCapacity(0) > MaxRetainedGroups)
_active.TrimExcess();
}
}
public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
{
public required LoadedCell RootCell { get; init; }
@ -1089,7 +1283,7 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
public required IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries { get; init; }
public required Action<uint> SetTerrainClipUbo { get; init; }
public required Action<TerrainClipBufferBinding> SetTerrainClipUbo { get; init; }
public required Action<RetailPViewLandscapeSliceContext> DrawLandscapeSlice { get; init; }
/// <summary>#131/#132: the LATE landscape phase, per slice, after the #124
@ -1115,15 +1309,38 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
/// remains open for the final world alpha scope.</summary>
public Action? FlushLandscapeAlpha { get; init; }
public Action<IReadOnlyList<WorldEntity>>? DrawDynamicsParticles { get; init; }
/// <summary>
/// Synchronous observation of the borrowed current-frame result. The
/// callback must copy anything it needs to retain beyond this invocation.
/// </summary>
public Action<RetailPViewFrameResult>? EmitDiagnostics { get; init; }
}
/// <summary>
/// Borrowed renderer scratch valid only until the next
/// <see cref="RetailPViewRenderer.DrawInside"/> call. Collections and nested
/// frame objects are deliberately reused to keep the render loop allocation
/// free; consumers must copy any state they need to retain asynchronously.
/// </summary>
public sealed class RetailPViewFrameResult
{
public required PortalVisibilityFrame PortalFrame { get; init; }
public required ClipFrameAssembly ClipAssembly { get; init; }
public required HashSet<uint> DrawableCells { get; init; }
public required InteriorEntityPartition.Result Partition { get; init; }
public PortalVisibilityFrame PortalFrame { get; private set; } = null!;
public ClipFrameAssembly ClipAssembly { get; private set; } = null!;
public HashSet<uint> DrawableCells { get; private set; } = null!;
public InteriorEntityPartition.Result Partition { get; private set; } = null!;
internal RetailPViewFrameResult Reset(
PortalVisibilityFrame portalFrame,
ClipFrameAssembly clipAssembly,
HashSet<uint> drawableCells,
InteriorEntityPartition.Result partition)
{
PortalFrame = portalFrame;
ClipAssembly = clipAssembly;
DrawableCells = drawableCells;
Partition = partition;
return this;
}
}
public readonly record struct RetailPViewLandscapeSliceContext(