perf(rendering): retain synchronous frame scratch

Reuse the PView frame input, publish mutation-invalidated landblock views, and avoid constructing optional shadow iterators while preserving title and lifecycle visibility facts.
This commit is contained in:
Erik 2026-07-25 05:28:30 +02:00
parent b9cbf5e040
commit b3427554c3
10 changed files with 397 additions and 129 deletions

View file

@ -153,6 +153,32 @@ public sealed class WorldSceneRendererTests
Assert.Equal(4, rig.PView.LastInput.RenderRadius);
}
[Fact]
public void PViewWorld_ReusesOneSynchronousFrameInputAcrossFrames()
{
var root = new LoadedCell
{
CellId = 0x01010001u,
IsOutdoorNode = false,
};
var rig = new Rig(
portalVisible: false,
waitingForLogin: false,
clipRoot: root);
rig.Renderer.Render(default);
RetailPViewFrameInput first = Assert.IsType<RetailPViewFrameInput>(
rig.PView.LastInput);
rig.Calls.Clear();
rig.Renderer.Render(default);
Assert.Same(first, rig.PView.LastInput);
Assert.Same(root, rig.PView.LastInput!.RootCell);
Assert.Equal(rig.DayFraction, rig.PView.LastInput.DayFraction);
Assert.Contains("pview:draw", rig.Calls);
}
[Fact]
public void OutdoorPView_UsesPViewOwnersForPostWorldParticlesWithoutFlatWeather()
{
@ -474,13 +500,13 @@ public sealed class WorldSceneRendererTests
private sealed class EntitySource : IWorldSceneEntitySource
{
public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
public IReadOnlyList<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries =>
Array.Empty<(uint, Vector3, Vector3, IReadOnlyList<WorldEntity>,
IReadOnlyDictionary<uint, WorldEntity>?)>();
public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax)> LandblockBounds =>
public IReadOnlyList<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax)> LandblockBounds =>
Array.Empty<(uint, Vector3, Vector3)>();
}
@ -697,7 +723,7 @@ public sealed class WorldSceneRendererTests
public WorldSceneDiagnosticOutcome DrawAndPublish(
in WorldCameraFrame camera,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax)> bounds)
IReadOnlyList<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax)> bounds)
{
calls.Add("diagnostics:draw");
return new WorldSceneDiagnosticOutcome(3, 8);