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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