perf(pipeline): MP-Alloc Task 1 - reuse animation pose buffers per entity
AnimationSequencer.Advance() allocated a fresh PartTransform[partCount] every call (BuildBlendedFrame/BuildIdentityFrame), and GameWindow. TickAnimations reassigned entity.MeshRefs to a fresh List<MeshRef>(partCount) every tick for every animated entity - including idle NPCs on a breathe cycle. Both fire every frame in steady state and both become garbage immediately after being consumed. Fix: cache a PartTransform[] sized once in the AnimationSequencer constructor (_setup is readonly and never reassigned, so partCount is fixed for the sequencer's lifetime) and overwrite it in place each Advance() call. Cache a List<MeshRef> on the long-lived AnimatedEntity record (one per animated entity, held in GameWindow._animatedEntities) and Clear()+refill it each tick instead of allocating a new list. Verified safe: TickAnimations runs single-threaded to completion before any draw-side consumer reads MeshRefs (WbDrawDispatcher re-reads entity.MeshRefs fresh every frame, keyed by entity.Id - it never caches the list reference across frames). The only place that copies MeshRefs across an animation boundary (RefreshPaperdollDoll) takes an explicit `new List<MeshRef>(pe.MeshRefs)` value copy; MeshRef is a readonly record struct so that copy is unaffected by later in-place mutation of the source list. No test holds two Advance() results simultaneously. 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 50 additions and 4 deletions
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@ -282,6 +282,24 @@ public sealed class GameWindow : IDisposable
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public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary<uint, uint>? SurfaceOverrides)> PartTemplate;
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public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame]
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public AcDream.Core.Physics.AnimationSequencer? Sequencer;
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/// <summary>
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/// MP-Alloc (2026-07-05): reusable per-entity MeshRefs buffer. Every
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/// animated entity (including idle NPCs on a breathe cycle) used to
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/// get a fresh `List<MeshRef>(partCount)` reassigned to
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/// <see cref="AcDream.Core.World.WorldEntity.MeshRefs"/> every tick —
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/// the old list became garbage every frame. This buffer is cleared
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/// and refilled in place instead; <c>Entity.MeshRefs</c> is set to
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/// this SAME list reference once it's populated (assigning the
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/// unchanged reference back is a no-op cost-wise). Safe because
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/// TickAnimations runs single-threaded to completion before any
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/// draw-side consumer reads MeshRefs, and the only cross-frame
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/// consumer (RefreshPaperdollDoll) takes an explicit
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/// `new List<MeshRef>(pe.MeshRefs)` VALUE copy — MeshRef is a
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/// readonly record struct, so that copy is unaffected by later
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/// in-place mutation of this list.
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/// </summary>
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public readonly List<AcDream.Core.World.MeshRef> MeshRefsScratch = new();
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}
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private AcDream.Core.Physics.DatCollectionLoader? _animLoader;
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@ -10720,7 +10738,13 @@ public sealed class GameWindow : IDisposable
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}
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}
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var newMeshRefs = new List<AcDream.Core.World.MeshRef>(partCount);
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// MP-Alloc (2026-07-05): reuse the entity's cached MeshRefs list
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// instead of allocating a fresh List<MeshRef>(partCount) every
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// tick (see AnimatedEntity.MeshRefsScratch for the safety
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// argument — single-threaded tick-before-draw ordering, no
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// consumer caches a stale reference or diffs list identity).
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var newMeshRefs = ae.MeshRefsScratch;
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newMeshRefs.Clear();
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var scaleMat = ae.Scale == 1.0f
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? System.Numerics.Matrix4x4.Identity
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: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
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@ -10799,6 +10823,9 @@ public sealed class GameWindow : IDisposable
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});
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}
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// Re-assigning the SAME list reference every tick is cheap (a
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// property store) and keeps this line's shape identical to the
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// pre-MP-Alloc code for anyone grepping the history.
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ae.Entity.MeshRefs = newMeshRefs;
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}
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}
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@ -251,6 +251,18 @@ public sealed class AnimationSequencer
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// AdapterHookQueue seam below); drained via ConsumePendingHooks.
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private readonly List<AnimationHook> _pendingHooks = new();
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// MP-Alloc (2026-07-05): reusable per-part transform buffer. _setup is
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// assigned once in the constructor and never reassigned, so
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// _setup.Parts.Count is fixed for this sequencer's lifetime — one
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// allocation instead of one `new PartTransform[partCount]` per Advance()
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// call (every animated entity, every tick, including idle NPCs on a
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// breathe cycle). BuildBlendedFrame/BuildIdentityFrame overwrite every
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// slot before returning this array, so the values are bit-identical to
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// the old fresh-array version; callers (GameWindow.TickAnimations)
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// consume the returned IReadOnlyList<PartTransform> synchronously within
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// the same loop iteration and never cache it across Advance() calls.
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private readonly PartTransform[] _partTransformScratch;
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// R1-P6: root motion flows through the Advance(dt, Frame) overload
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// (retail CSequence::update(Frame*), 0x00525b80) — the old adapter
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// accumulator fields are gone with ConsumeRootMotionDelta.
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@ -275,6 +287,7 @@ public sealed class AnimationSequencer
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_setup = setup;
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_mtable = motionTable;
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_loader = loader;
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_partTransformScratch = new PartTransform[_setup.Parts.Count];
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_core = new CSequence(loader);
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_core.HookObj = new AdapterHookQueue(this);
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_table = new CMotionTable(motionTable);
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@ -744,7 +757,11 @@ public sealed class AnimationSequencer
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var f0Parts = curr.Anim.PartFrames[frameIdx].Frames;
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var f1Parts = curr.Anim.PartFrames[nextIdx].Frames;
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var result = new PartTransform[partCount];
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// MP-Alloc: overwrite the reusable per-instance buffer in place
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// instead of allocating a fresh PartTransform[partCount] every call.
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// Sized once in the constructor to _setup.Parts.Count, which never
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// changes, so partCount here always matches the buffer length.
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var result = _partTransformScratch;
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for (int i = 0; i < partCount; i++)
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{
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if (i < f0Parts.Count)
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@ -765,9 +782,11 @@ public sealed class AnimationSequencer
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return result;
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}
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private static IReadOnlyList<PartTransform> BuildIdentityFrame(int partCount)
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private IReadOnlyList<PartTransform> BuildIdentityFrame(int partCount)
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{
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var result = new PartTransform[partCount];
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// MP-Alloc: same reusable buffer as BuildBlendedFrame (see
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// _partTransformScratch) — overwritten in place, never reallocated.
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var result = _partTransformScratch;
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for (int i = 0; i < partCount; i++)
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result[i] = new PartTransform(Vector3.Zero, Quaternion.Identity);
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return result;
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