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>
This commit is contained in:
Erik 2026-08-24 09:16:58 +02:00
parent 4873c10673
commit ad69558908
6 changed files with 652 additions and 69 deletions

View file

@ -103,6 +103,9 @@ internal sealed class DirectionalShadowCasterFrame
private RenderProjectionClass[] _casterClasses = [];
private RenderProjectionId[] _denseIdScratch = [];
private RenderProjectionRecord[] _denseRecordScratch = [];
private int[] _sortIndices = [];
private ulong[] _sortKeys = [];
private DirectionalShadowCaster[] _sortScratch = [];
private readonly DirectionalShadowTransformSnapshot[] _transformChangeScratch =
new DirectionalShadowTransformSnapshot[
DirectionalShadowTransformChangeJournal.Capacity];
@ -164,14 +167,34 @@ internal sealed class DirectionalShadowCasterFrame
+ System.Runtime.CompilerServices.Unsafe.SizeOf<
KeyValuePair<RenderProjectionId, int>>()));
public void Build(in RenderSceneQuery query)
/// <summary>
/// #429 owner-approved pipelining: with
/// <paramref name="allowTopologyRebuild"/> false, a topology-stale frame
/// keeps the retained caster product and only refreshes transforms, so the
/// copy+classify cost moves off the streaming-churn frame that triggered
/// it. The deferral is best-effort: the FIRST build, a generation change,
/// and a transform journal that demands a full refresh (dense re-copy by
/// id would dereference removed scene entries) all rebuild immediately
/// regardless. While deferred, journal rows whose caster identity no
/// longer matches the retained topology are skipped instead of throwing —
/// the immediately following rebuild reconciles them.
/// </summary>
public void Build(in RenderSceneQuery query, bool allowTopologyRebuild = true)
{
ulong topologyRevision = query.DirectionalShadowTopologyRevision;
if (BuildSequence != 0
bool current = BuildSequence != 0
&& Generation == query.Generation
&& _topologyRevision == topologyRevision)
&& _topologyRevision == topologyRevision;
bool deferStale = !allowTopologyRebuild
&& !current
&& BuildSequence != 0
&& Generation == query.Generation
&& !RefreshRequiresFullCopy(in query);
if (current || deferStale)
{
int refreshes = RefreshChangedTransforms(in query);
int refreshes = RefreshChangedTransforms(
in query,
tolerateStaleTopology: deferStale);
Stats = Stats with
{
IndexCopies = 0,
@ -230,11 +253,7 @@ internal sealed class DirectionalShadowCasterFrame
for (int i = 0; i < dynamicCount; i++)
Add(_outdoorDynamicScratch[i]);
Array.Sort(
_casters,
0,
_casterCount,
DirectionalShadowCasterComparer.Instance);
SortCasters();
int refreshCasterCount = 0;
for (int casterIndex = 0; casterIndex < _casterCount; casterIndex++)
{
@ -375,7 +394,26 @@ internal sealed class DirectionalShadowCasterFrame
}
}
private int RefreshChangedTransforms(in RenderSceneQuery query)
/// <summary>
/// Pure pre-check for the deferral gate: would refreshing from the journal
/// demand the dense by-id re-copy? The journal copy is a read; the state
/// consuming it (<see cref="_transformRevision"/>) only advances inside
/// <see cref="RefreshChangedTransforms"/>.
/// </summary>
private bool RefreshRequiresFullCopy(in RenderSceneQuery query)
{
if (query.DirectionalShadowTransformRevision == _transformRevision)
return false;
DirectionalShadowTransformChanges changes =
query.CopyDirectionalShadowTransformChanges(
_transformRevision,
_transformChangeScratch);
return changes.RequiresFullRefresh;
}
private int RefreshChangedTransforms(
in RenderSceneQuery query,
bool tolerateStaleTopology = false)
{
_changedCasterPoseCount = 0;
ulong latest = query.DirectionalShadowTransformRevision;
@ -397,6 +435,15 @@ internal sealed class DirectionalShadowCasterFrame
_lastTransformChanges = changes;
if (changes.RequiresFullRefresh)
{
if (tolerateStaleTopology)
{
// Unreachable through Build's deferral gate (it pre-checks via
// RefreshRequiresFullCopy); kept as a hard stop because the
// dense by-id copy below would throw on scene entries the
// stale topology still names.
throw new InvalidOperationException(
"A stale-topology refresh cannot perform the dense full re-copy.");
}
_lastBatchedProjectionCopyCalls = 1;
for (int index = 0; index < _refreshCasterSlotCount; index++)
{
@ -442,6 +489,17 @@ internal sealed class DirectionalShadowCasterFrame
{
continue;
}
if (tolerateStaleTopology
&& (records[index].Id != _casterIds[casterIndex]
|| records[index].ProjectionClass
!= _casterClasses[casterIndex]))
{
// A replaced scene entry (destroy + recreate under a new
// class) can journal against a retained slot while the
// topology rebuild is deferred; the rebuild on the next
// allowed frame reconciles it.
continue;
}
_changedCasterFlags[casterIndex] = true;
ValidateStablePose(in records[index], casterIndex);
_changedCasterPoses[_changedCasterPoseCount++] =
@ -525,6 +583,51 @@ internal sealed class DirectionalShadowCasterFrame
Array.Resize(ref values, capacity);
}
/// <summary>
/// #429 residual-stall fix: same packed-key index sort as
/// <c>DirectionalShadowPreparedDraws.SortSourceDraws</c>. The caster
/// comparer orders by the 64-bit traversal <c>SortKey.Value</c> with the
/// projection id as tie-break, so the key needs no packing at all —
/// almost every pair resolves on one integer compare and the sort swaps
/// 4-byte indices instead of the multi-hundred-byte caster records.
/// Equal keys fall back to the exact comparer plus an index tie-break,
/// preserving the previous total order.
/// </summary>
private void SortCasters()
{
int count = _casterCount;
EnsureCapacity(ref _sortIndices, count);
EnsureCapacity(ref _sortKeys, count);
EnsureCapacity(ref _sortScratch, count);
for (int i = 0; i < count; i++)
{
_sortKeys[i] = _casters[i].Projection.SortKey.Value;
_sortIndices[i] = i;
}
_sortIndices.AsSpan(0, count).Sort(
new CasterIndexComparer(_sortKeys, _casters));
for (int i = 0; i < count; i++)
_sortScratch[i] = _casters[_sortIndices[i]];
(_casters, _sortScratch) = (_sortScratch, _casters);
}
private readonly struct CasterIndexComparer(
ulong[] keys,
DirectionalShadowCaster[] casters) : IComparer<int>
{
public int Compare(int x, int y)
{
ulong left = keys[x];
ulong right = keys[y];
if (left != right)
return left < right ? -1 : 1;
int order = DirectionalShadowCasterComparer.Instance.Compare(
casters[x],
casters[y]);
return order != 0 ? order : x.CompareTo(y);
}
}
private sealed class DirectionalShadowCasterComparer
: IComparer<DirectionalShadowCaster>
{