fix #429: allocation-free shadow topology rebuild + churn-frame pipelining
The directional-shadow topology rebuilt on every streaming-churn frame and was the measured body of the run-hitch stalls (701 of 708 baseline stalls alloc-correlated): - The draw sort comparer's enum-vs-enum CompareTo bound to Enum.CompareTo(object) and boxed BOTH operands on every comparison — a constant ~38.9 MB of garbage per topology rebuild (~4M boxes), handing the GC a forced gen0 collection mid-frame. The full ~100k-draw sort is replaced outright: draws hash-group by exact DrawKey in one O(n) pass over retained chained-index arrays, and only the few-thousand DISTINCT group keys sort (order-preserving packed material|cull|firstIndex|baseVertex + count|slot|layer|foliage keys, first-appearance tie-break) — bit-identical emission order to the old stable sort, near-zero allocation, and no per-draw comparisons at all. - The caster frame sorts 4-byte indices keyed on SortKey.Value instead of shuffling multi-hundred-byte records through a boxing comparer. - Owner-approved pipelining: on a frame whose shadow inputs just changed (the same frame already paying frame-view/landscape rebuilds), the caster-frame and prepared-draws topology rebuilds defer to the next quieter frame, capped at two consecutive deferrals — inside the GPU fence depth, so retained draws never reference a released arena range. First build, generation change, caster BuildSequence change, and journal overflow force the immediate path; deferred refreshes skip identity-mismatched journal rows. Owner-accepted in both presentation modes: stall frames 5.8/s -> ~0.45/s uncapped (0.49/s capped), median stall 20.3 -> 13.7 ms, >25 ms frames near zero, 275 fps uncapped baseline restored. Allocation gate: a warmed topology rebuild must allocate <2 KiB (DirectionalShadowPreparedDrawTests). docs/ISSUES.md carries the full evidence trail; the residual content-proportional rebuild milliseconds are filed as the incremental-topology successor, and the pre-existing town-view scaling latch is filed as #432. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 652 additions and 69 deletions
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@ -38,7 +38,12 @@ internal readonly record struct DirectionalSunShadowRenderInput(
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float ResidentMaximumReachMeters = float.PositiveInfinity,
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bool MeasureGpuTimers = true,
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bool MeasureCpuStages = false,
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AtmosphericFrameBufferBinding AtmosphericFrame = default);
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AtmosphericFrameBufferBinding AtmosphericFrame = default,
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// #429 owner-approved pipelining: false keeps the retained caster/draw
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// topology this frame (transform refresh only) so the rebuild lands on a
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// quieter frame. The prepare seams below re-validate and rebuild anyway
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// whenever deferral would be unsafe.
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bool AllowTopologyRebuild = true);
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internal readonly record struct DirectionalSunShadowCpuStageTicks(
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long EnvironmentGateTicks,
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@ -394,7 +399,9 @@ internal sealed class DirectionalSunShadowRenderer : IDirectionalShadowReceiverS
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long cpuStageStarted = input.MeasureCpuStages ? Stopwatch.GetTimestamp() : 0L;
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DirectionalShadowPreparedDraws worldDraws =
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world.PrepareDirectionalShadowDraws(input.Casters);
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world.PrepareDirectionalShadowDraws(
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input.Casters,
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input.AllowTopologyRebuild);
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DirectionalShadowTerrainPreparedDraws terrainDraws =
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terrain.PrepareDirectionalShadowDraws();
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DirectionalShadowMeshGeometry? worldGeometry =
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