perf(render): bound animation and alpha scratch residency

Complete Slice D3 by replacing the unbounded animation dictionary with a concurrent byte/count LRU and by putting the three retail alpha scratch owners behind one typed aggregate budget. Preserve immediate growth and draw order while reclaiming one-frame density spikes after sustained under-use. Close stale bounds-cache issue evidence without inventing a cache.
This commit is contained in:
Erik 2026-07-24 16:34:28 +02:00
parent 3e18fc2730
commit f2644d42c2
18 changed files with 857 additions and 34 deletions

View file

@ -4,6 +4,8 @@ using AcDream.App.Rendering.Wb;
using AcDream.App.Rendering.Residency;
using AcDream.App.World;
using AcDream.Content;
using AcDream.Content.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.Terrain;
using AcDream.UI.Abstractions.Settings;
using DatReaderWriter;
@ -116,7 +118,8 @@ internal interface IWorldRenderCompositionFactory
ResidencyManager manager,
WbMeshAdapter meshes,
TextureCache textures,
IPreparedAssetSource preparedAssets);
IPreparedAssetSource preparedAssets,
IAnimationLoader animations);
SamplerCache CreateSamplerCache(GL gl);
void Release(IDisposable resource);
}
@ -295,7 +298,8 @@ internal sealed class RetailWorldRenderCompositionFactory
ResidencyManager manager,
WbMeshAdapter meshes,
TextureCache textures,
IPreparedAssetSource preparedAssets)
IPreparedAssetSource preparedAssets,
IAnimationLoader animations)
{
meshes.RegisterResidencySources(manager);
textures.RegisterResidencySources(manager);
@ -308,6 +312,25 @@ internal sealed class RetailWorldRenderCompositionFactory
Charges: new ResidencyCharges(
MappedVirtualBytes:
preparedAssets.MappedVirtualBytes))));
if (animations is RetailAnimationLoader retailAnimations)
{
manager.RegisterDomainSource(new DelegateResidencyDomainSource(
ResidencyDomain.Animations,
() =>
{
AnimationCacheDiagnostics diagnostics =
retailAnimations.Diagnostics;
return new ResidencyDomainSnapshot(
ResidencyDomain.Animations,
EntryCount: diagnostics.Count,
OwnerCount: 0,
Charges: new ResidencyCharges(
DecodedBytes:
diagnostics.EstimatedBytes),
BudgetBytes: diagnostics.BudgetBytes,
Evictions: diagnostics.Stats.Evictions);
}));
}
}
public SamplerCache CreateSamplerCache(GL gl) => new(gl);
@ -493,7 +516,8 @@ internal sealed class WorldRenderCompositionPhase
residency,
meshAdapter,
textureCache,
content.PreparedAssets);
content.PreparedAssets,
content.AnimationLoader);
scope.Complete();
_dependencies.Log(