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
|
|
@ -42,6 +42,7 @@ public struct StagedEmitter {
|
|||
/// Contains vertex data and per-batch index/texture info, but NO GPU resources.
|
||||
/// </summary>
|
||||
public class ObjectMeshData {
|
||||
private long _estimatedUploadBytes = -1;
|
||||
public ulong ObjectId { get; set; }
|
||||
public bool IsSetup { get; set; }
|
||||
public VertexPositionNormalTexture[] Vertices { get; set; } = Array.Empty<VertexPositionNormalTexture>();
|
||||
|
|
@ -92,6 +93,36 @@ public class ObjectMeshData {
|
|||
|
||||
/// <summary>Edge line vertices for Environment wireframe rendering.</summary>
|
||||
public Vector3[] EdgeLines { get; set; } = Array.Empty<Vector3>();
|
||||
|
||||
/// <summary>
|
||||
/// Returns the immutable prepared payload's CPU-to-GPU work estimate.
|
||||
/// Mesh extraction finishes populating the object before publishing it to
|
||||
/// App, so this value can be cached once and reused by the CPU cache,
|
||||
/// staging queue, retry path, and frame-budget planner without repeatedly
|
||||
/// walking every material batch under their locks.
|
||||
/// </summary>
|
||||
public long GetEstimatedUploadBytes()
|
||||
{
|
||||
long cached = System.Threading.Volatile.Read(ref _estimatedUploadBytes);
|
||||
if (cached >= 0)
|
||||
return cached;
|
||||
|
||||
long bytes = IsSetup ? 1024L : 0L;
|
||||
bytes = checked(bytes + (long)Vertices.Length * VertexPositionNormalTexture.Size);
|
||||
foreach (List<TextureBatchData> batches in TextureBatches.Values)
|
||||
{
|
||||
foreach (TextureBatchData batch in batches)
|
||||
{
|
||||
bytes = checked(bytes + batch.TextureData.LongLength);
|
||||
bytes = checked(bytes + (long)batch.Indices.Count * sizeof(ushort));
|
||||
}
|
||||
}
|
||||
if (EnvCellGeometry is not null)
|
||||
bytes = checked(bytes + EnvCellGeometry.GetEstimatedUploadBytes());
|
||||
|
||||
System.Threading.Interlocked.CompareExchange(ref _estimatedUploadBytes, bytes, -1);
|
||||
return System.Threading.Volatile.Read(ref _estimatedUploadBytes);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue