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

@ -1,8 +1,10 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using AcDream.App.Rendering.Wb;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
@ -23,11 +25,25 @@ public sealed unsafe class TextRenderer : IDisposable
private readonly GL _gl;
private readonly Shader _shader;
private readonly uint _vao;
private readonly uint _vbo;
private uint _vao;
private uint _vbo;
private readonly uint _whiteTex; // 1×1 white, for solid fills routed through the sprite bucket
private int _vboCapacityBytes;
private sealed class FrameBufferSet
{
public uint Vao;
public uint Vbo;
public int CapacityBytes;
public int UsedBytes;
}
private readonly FrameBufferSet[] _frameBuffers = new FrameBufferSet[3];
private FrameBufferSet? _activeFrameBuffer;
internal long DynamicBufferCapacityBytes =>
_frameBuffers.Sum(set => (long)set.CapacityBytes);
private readonly List<float> _textBuf = new(8192);
private readonly List<float> _rectBuf = new(1024);
// Submission-ordered sprite segments: consecutive DrawSprite calls with the
@ -65,22 +81,8 @@ public sealed unsafe class TextRenderer : IDisposable
Path.Combine(shaderDir, "ui_text.vert"),
Path.Combine(shaderDir, "ui_text.frag"));
_vao = _gl.GenVertexArray();
_vbo = _gl.GenBuffer();
_gl.BindVertexArray(_vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
uint stride = FloatsPerVertex * sizeof(float);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, stride, (void*)(4 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindVertexArray(0);
for (int i = 0; i < _frameBuffers.Length; i++)
_frameBuffers[i] = CreateFrameBufferSet();
// 1×1 white texture so DrawFill can route solid-colour quads through the SPRITE
// bucket (the shader multiplies texel×color → white×color = color). Lets a panel
@ -97,6 +99,63 @@ public sealed unsafe class TextRenderer : IDisposable
_gl.BindTexture(TextureTarget.Texture2D, 0);
}
/// <summary>
/// Selects the GPU-fenced frame slot and resets its append cursor. Every
/// UI segment rendered during the frame receives a distinct byte range;
/// later text or sprite batches cannot overwrite an earlier in-flight draw.
/// </summary>
public void BeginFrame(int frameSlot)
{
if ((uint)frameSlot >= (uint)_frameBuffers.Length)
throw new ArgumentOutOfRangeException(nameof(frameSlot));
FrameBufferSet set = _frameBuffers[frameSlot];
set.UsedBytes = 0;
_activeFrameBuffer = set;
_vao = set.Vao;
_vbo = set.Vbo;
_vboCapacityBytes = set.CapacityBytes;
}
private FrameBufferSet CreateFrameBufferSet()
{
uint vao = 0;
uint vbo = 0;
try
{
vao = TrackedGlResource.CreateVertexArray(
_gl,
"TextRenderer frame VAO creation");
vbo = TrackedGlResource.CreateBuffer(
_gl,
"TextRenderer frame VBO creation");
var set = new FrameBufferSet { Vao = vao, Vbo = vbo };
_gl.BindVertexArray(set.Vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, set.Vbo);
uint stride = FloatsPerVertex * sizeof(float);
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0);
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float)));
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, stride, (void*)(4 * sizeof(float)));
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindVertexArray(0);
return set;
}
catch
{
if (vbo != 0)
TrackedGlResource.DeleteBuffer(
_gl, vbo, 0, "TextRenderer frame VBO rollback");
if (vao != 0)
TrackedGlResource.DeleteVertexArray(
_gl, vao, "TextRenderer frame VAO rollback");
throw;
}
}
/// <summary>Begin a HUD pass. Call once per frame before any Draw* calls.</summary>
public void Begin(Vector2 screenSize)
{
@ -357,8 +416,8 @@ public sealed unsafe class TextRenderer : IDisposable
var seg = spriteSegs[i];
if (seg.Verts.Count == 0) continue;
_gl.BindTexture(TextureTarget.Texture2D, seg.Texture);
UploadBuffer(seg.Verts);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)(seg.Verts.Count / FloatsPerVertex));
int firstVertex = UploadBuffer(seg.Verts);
_gl.DrawArrays(PrimitiveType.Triangles, firstVertex, (uint)(seg.Verts.Count / FloatsPerVertex));
}
}
@ -366,8 +425,8 @@ public sealed unsafe class TextRenderer : IDisposable
if (rectVerts > 0)
{
_shader.SetInt("uUseTexture", 0);
UploadBuffer(rectBuf);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)rectVerts);
int firstVertex = UploadBuffer(rectBuf);
_gl.DrawArrays(PrimitiveType.Triangles, firstVertex, (uint)rectVerts);
}
// 3. Textured debug-font text glyphs on top.
@ -377,34 +436,59 @@ public sealed unsafe class TextRenderer : IDisposable
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, font.TextureId);
_shader.SetInt("uTex", 0);
UploadBuffer(textBuf);
_gl.DrawArrays(PrimitiveType.Triangles, 0, (uint)textVerts);
int firstVertex = UploadBuffer(textBuf);
_gl.DrawArrays(PrimitiveType.Triangles, firstVertex, (uint)textVerts);
}
}
private void UploadBuffer(List<float> buf)
private int UploadBuffer(List<float> buf)
{
int bytes = buf.Count * sizeof(float);
if (bytes == 0) return;
if (bytes == 0) return 0;
FrameBufferSet set = _activeFrameBuffer
?? throw new InvalidOperationException("BeginFrame must be called before rendering text.");
int byteOffset = set.UsedBytes;
int requiredBytes = checked(byteOffset + bytes);
if (bytes > _vboCapacityBytes)
if (requiredBytes > _vboCapacityBytes)
{
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)bytes, p, BufferUsageARB.DynamicDraw);
_vboCapacityBytes = bytes;
}
else
{
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, 0, (nuint)bytes, p);
int newCapacity = DynamicBufferCapacity.Grow(
_vboCapacityBytes,
requiredBytes);
TrackedGlResource.AllocateBufferStorage(
_gl,
GLEnum.ArrayBuffer,
_vbo,
_vboCapacityBytes,
newCapacity,
GLEnum.DynamicDraw,
"TextRenderer frame VBO growth");
_vboCapacityBytes = newCapacity;
}
fixed (float* p = CollectionsMarshal.AsSpan(buf))
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, (nint)byteOffset, (nuint)bytes, p);
set.UsedBytes = requiredBytes;
set.CapacityBytes = _vboCapacityBytes;
return byteOffset / (FloatsPerVertex * sizeof(float));
}
public void Dispose()
{
_gl.DeleteTexture(_whiteTex);
_gl.DeleteBuffer(_vbo);
_gl.DeleteVertexArray(_vao);
foreach (FrameBufferSet set in _frameBuffers)
{
TrackedGlResource.DeleteBuffer(
_gl,
set.Vbo,
set.CapacityBytes,
"TextRenderer frame VBO disposal");
TrackedGlResource.DeleteVertexArray(
_gl,
set.Vao,
"TextRenderer frame VAO disposal");
}
_shader.Dispose();
}
}