perf(pipeline): MP-Alloc Task 2 - reuse particle draw-list + iterator
ParticleRenderer.Draw is called up to ~11 times per frame (sky pre/post, scene, per-visible-cell, dynamics, unattached passes). Each call allocated a fresh List<ParticleDraw> (BuildDrawList) and a fresh List<ParticleInstance> (the per-batch `run` list), and ParticleSystem. EnumerateLive was a `yield return` iterator block - a heap-allocated state machine allocated fresh on every Draw call regardless of particle count. Fix: reuse _drawListScratch/_runScratch fields (Clear() + refill) on ParticleRenderer. Replace EnumerateLive's iterator with a struct enumerable/enumerator pair (ParticleSystem.LiveParticleEnumerable): the foreach fast path uses the struct enumerator directly (zero allocation), while LINQ/test callers (.ToList(), .Single(), etc.) still work via the explicit IEnumerable<T> interface implementation, which falls back to a boxed iterator only when that surface is used - those call sites are test-only, not the per-frame render path this task targets. Verified safe: all 11 Draw() call sites in GameWindow.cs are plain synchronous invocations from the single-threaded OnRender chain (no Task.Run/Parallel dispatch), and each call fully drains its lists before returning - no call ever overlaps another's use of the reused buffers. Per-cell filtering semantics unchanged (same predicate, same traversal order). dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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2 changed files with 115 additions and 11 deletions
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@ -48,6 +48,19 @@ public sealed unsafe class ParticleRenderer : IDisposable
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private float[] _instanceScratch = new float[256 * 16];
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// MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame
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// (sky pre/post, scene, per-visible-cell, dynamics, unattached passes),
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// each previously `new`ing a List<ParticleDraw> (BuildDrawList) and a
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// List<ParticleInstance> (the per-batch `run` list) that became garbage
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// as soon as the call returned. All Draw() calls happen sequentially on
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// the render thread (verified: every call site in GameWindow.cs is a
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// plain synchronous invocation from the single-threaded OnRender chain,
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// none dispatched via Task.Run/Parallel) and each call fully drains its
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// lists before returning, so a single pair of reused fields is safe -
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// no call overlaps another's use of these buffers.
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private readonly List<ParticleDraw> _drawListScratch = new(64);
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private readonly List<ParticleInstance> _runScratch = new(64);
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public ParticleRenderer(GL gl, string shadersDir, TextureCache? textures = null, DatCollection? dats = null)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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@ -133,6 +146,9 @@ public sealed unsafe class ParticleRenderer : IDisposable
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if (draws.Count == 0)
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return;
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draws.Sort(static (a, b) => b.Instance.DistanceSq.CompareTo(a.Instance.DistanceSq));
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// draws IS _drawListScratch (see BuildDrawList) - sorting it in place
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// is fine, nothing else reads it between BuildDrawList's return and
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// this call.
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_shader.Use();
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_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
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@ -144,7 +160,7 @@ public sealed unsafe class ParticleRenderer : IDisposable
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_gl.Disable(EnableCap.CullFace);
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_gl.ActiveTexture(TextureUnit.Texture0);
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var run = new List<ParticleInstance>(64);
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var run = _runScratch;
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for (int i = 0; i < draws.Count;)
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{
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var key = draws[i].Key;
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@ -178,7 +194,8 @@ public sealed unsafe class ParticleRenderer : IDisposable
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Vector3 cameraUp,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter)
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{
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var draws = new List<ParticleDraw>(Math.Max(64, particles.ActiveParticleCount));
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var draws = _drawListScratch;
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draws.Clear();
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foreach (var (em, idx) in particles.EnumerateLive())
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{
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if (em.RenderPass != renderPass)
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