UploadGfxObjMeshData built every completed mesh's index data three-plus times over in LINQ transients (per-batch Indices.ToArray copies plus an unsized SelectMany growth) on the render thread, up to the per-frame upload budget. The conversion now fills one exact-size retained CPUIndices array (the same one the B.4b pick path keeps) and hands the shared arena (offset, count) segments of it; CPUPositions fills by a direct pre-sized loop; the Sum/Any/FirstOrDefault transients are gone. GlobalMeshBuffer.UploadMesh takes the segment form — the staged bytes per batch are unchanged. Gate: a warmed completion must allocate near its retained-copy size (MeshPipelineDeviceSeamTests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
323 lines
13 KiB
C#
323 lines
13 KiB
C#
using System;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Gpu;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Tests.Rendering.Gpu;
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using System.Threading;
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using AcDream.Content;
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using Chorizite.Core.Render.Enums;
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using Microsoft.Extensions.Logging.Abstractions;
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namespace AcDream.App.Tests.Rendering.Wb;
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/// <summary>
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/// Campaign V slice V6i-2: the mesh pipeline no longer names a backend.
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///
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/// <para>Plan §5.5.10 recorded the blocker as a fact about types — "WbMeshAdapter
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/// owns an OpenGLGraphicsDevice, so it is not constructible on Vulkan" — which is
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/// why <c>NullWbMeshAdapter</c> existed. §5.5.12 item 6 measured how wide the
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/// dependency really was: a GL context, the retirement queue, the instance VBO,
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/// and two capability flags. This suite proves the interface at that surface is
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/// load-bearing rather than cosmetic, by building the object graph against a
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/// device that has NO GL context at all.</para>
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///
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/// <para>It originally proved construction and nothing more, back when the
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/// upload bodies were still raw GL and the world renderers still bound a GL
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/// handle table. Campaign V slice V11 deleted both along with the rest of the
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/// raw-GL arm (and the interface's own <c>Gl</c> member, which nothing read any
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/// more once they were gone) — the arena-build and upload tests below now cover
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/// what those slices only asserted would eventually fail loudly.</para>
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/// </summary>
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public sealed class MeshPipelineDeviceSeamTests
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{
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/// <summary>A device with the mesh pipeline's whole surface and no GL behind it.</summary>
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private sealed class ContextFreeMeshPipelineDevice(
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IGpuResourceRetirementQueue retirement,
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bool modernPath = false)
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: IMeshPipelineDevice
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{
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public IGpuResourceRetirementQueue ResourceRetirement { get; } = retirement;
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public uint InstanceVBO => 0;
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public bool HasBindless => modernPath;
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public bool HasOpenGL43 => modernPath;
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public bool HasPendingWork => false;
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public int ProcessedQueues { get; private set; }
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public void ProcessQueue() => ProcessedQueues++;
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public void Dispose()
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{
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}
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}
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private static ObjectMeshManager Build(
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RecordingGpuDevice device,
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bool modernPath = false) =>
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new(
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new ContextFreeMeshPipelineDevice(device.Retirement, modernPath),
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device,
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new NullPreparedAssetSource(),
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NullLogger<ObjectMeshManager>.Instance);
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private sealed class NullPreparedAssetSource : IPreparedAssetSource
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{
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public PreparedAssetSourceStats Stats => default;
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public CacheStats DecodedTextureCacheStats => default;
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public PreparedAssetPresence Probe(
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AcDream.Content.Pak.PakAssetType type,
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uint sourceFileId) =>
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PreparedAssetPresence.Missing;
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public PreparedAssetReadResult Read(
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in PreparedAssetRequest request,
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CancellationToken cancellationToken = default) =>
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PreparedAssetReadResult.Missing;
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public void Dispose()
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{
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}
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}
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/// <summary>
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/// The whole point. Before this slice the constructor downcast the RHI device
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/// to <c>GlGpuDevice</c>, so this threw before running a statement.
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/// </summary>
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[Fact]
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public void TheMeshPipelineConstructsAgainstADeviceWithNoGlContext()
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{
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using var device = new RecordingGpuDevice();
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using ObjectMeshManager manager = Build(device);
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Assert.False(manager.IsDisposed);
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}
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/// <summary>
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/// The one branch the texture stack keeps: a GL pair yields the GL arm, and
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/// anything else yields the RHI arm. Selection happens once, at construction.
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/// </summary>
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[Fact]
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public void TheArrayFactorySelectsTheRhiArmWithoutAGlPair()
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{
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using var device = new RecordingGpuDevice();
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IWorldTextureArrayFactory arrays = IWorldTextureArrayFactory.For(
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new ContextFreeMeshPipelineDevice(device.Retirement),
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device,
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NullLogger.Instance);
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Assert.IsType<RhiWorldTextureArrayFactory>(arrays);
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using IWorldTextureArray array =
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arrays.CreateClampedArray(TextureFormat.RGBA8, 32, 32, 2);
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Assert.IsType<RhiWorldTextureArray>(array);
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}
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/// <summary>
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/// The seam's whole value is that it is NARROW — six members measured out
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/// of a 760-line class (seven until Campaign V slice V11 deleted the unread
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/// <c>Gl</c> member). A later slice that quietly widens it back out would
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/// re-couple the mesh pipeline to a backend without any other gate noticing,
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/// so the member set is pinned rather than described.
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/// </summary>
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[Fact]
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public void TheDeviceSeamStaysAtTheMeasuredSurface()
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{
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string[] members =
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[
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.. typeof(IMeshPipelineDevice)
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.GetMembers()
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// Property accessors are the same members under another name.
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.Where(member => member is not System.Reflection.MethodInfo
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{
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IsSpecialName: true,
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})
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.Select(member => member.Name)
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.Order(StringComparer.Ordinal),
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];
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Assert.Equal(
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[
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"HasBindless",
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"HasOpenGL43",
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"HasPendingWork",
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"InstanceVBO",
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"ProcessQueue",
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"ResourceRetirement",
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],
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members);
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}
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/// <summary>
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/// Construction touched no GL object at all. The shared mesh arena is the
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/// only one the constructor would build, and it is gated on the two
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/// capability flags the interface carries — so a device reporting neither
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/// leaves it absent rather than dereferencing a null context.
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/// </summary>
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[Fact]
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public void ConstructionBuildsNoGlObject()
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{
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using var device = new RecordingGpuDevice();
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using ObjectMeshManager manager = Build(device);
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Assert.Null(manager.GlobalBuffer);
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// Read-only policy queries still answer, which is what lets streaming
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// residence accounting keep running on a backend with no world draws.
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Assert.Equal((0, 0, 0), manager.GetPendingTextureUpdateStats());
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}
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/// <summary>
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/// Campaign V slice V6i-3. V6i-2 could only prove construction, because the
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/// arena's own body still spoke GL — a device reporting the modern-path
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/// capabilities and no context would have dereferenced a null one. It now
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/// builds, and what it publishes is the contract's handle rather than a raw
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/// name: no vertex array, two live stores.
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/// </summary>
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[Fact]
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public void TheModernArenaBuildsWithoutAGlContext()
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{
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using var device = new RecordingGpuDevice();
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using ObjectMeshManager manager = Build(device, modernPath: true);
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GlobalMeshBuffer arena = Assert.IsType<GlobalMeshBuffer>(manager.GlobalBuffer);
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Assert.True(arena.HasStores);
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Assert.NotNull(arena.VertexStore);
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Assert.NotNull(arena.IndexStore);
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}
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/// <summary>
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/// And it UPLOADS. The vertex and index bytes land in the stores a pass
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/// encoder binds, at the offsets the allocator handed out — which is the
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/// whole of what a draw needs from this class and the thing V6i-2 could not
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/// claim.
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/// </summary>
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[Fact]
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public void AMeshUploadsIntoTheArenaWithoutAGlContext()
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{
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using var device = new RecordingGpuDevice();
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using ObjectMeshManager manager = Build(device, modernPath: true);
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GlobalMeshBuffer arena = manager.GlobalBuffer!;
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var vertices = new VertexPositionNormalTexture[3];
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vertices[0].Position = new System.Numerics.Vector3(1f, 2f, 3f);
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vertices[2].Position = new System.Numerics.Vector3(7f, 8f, 9f);
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ushort[] indices = [0, 1, 2];
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GlobalMeshAllocation allocation = arena.UploadMesh(
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vertices,
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indices,
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[(0, indices.Length)]);
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Assert.Equal(3, allocation.Vertices.Length);
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Assert.Equal(3, allocation.Indices.Length);
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Assert.Equal(1, arena.UploadCount);
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Span<byte> readback = stackalloc byte[3 * VertexPositionNormalTexture.Size];
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arena.VertexStore!.Read(
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(long)allocation.Vertices.Offset * VertexPositionNormalTexture.Size,
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readback);
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var uploaded = System.Runtime.InteropServices.MemoryMarshal
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.Cast<byte, VertexPositionNormalTexture>(readback);
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Assert.Equal(new System.Numerics.Vector3(1f, 2f, 3f), uploaded[0].Position);
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Assert.Equal(new System.Numerics.Vector3(7f, 8f, 9f), uploaded[2].Position);
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Span<byte> indexBytes = stackalloc byte[3 * sizeof(ushort)];
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arena.IndexStore!.Read((long)allocation.Indices.Offset * sizeof(ushort), indexBytes);
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Assert.Equal(
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indices,
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System.Runtime.InteropServices.MemoryMarshal.Cast<byte, ushort>(indexBytes).ToArray());
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}
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/// <summary>
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/// #429 allocation gate (I1 style). Completing a prepared mesh on the
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/// render thread must allocate near its retained pick-copy size
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/// (CPUPositions + CPUIndices), not multiples of it. The regression this
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/// pins: the upload conversion ran LINQ chains — a per-batch
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/// <c>Indices.ToArray()</c> plus an unsized <c>SelectMany().ToArray()</c>
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/// — that materialized every index three-plus times in transient garbage
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/// per completed mesh, on the render thread, up to the per-frame upload
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/// budget.
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/// </summary>
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[Fact]
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public void AWarmedMeshCompletionAllocatesNearItsRetainedCopySize()
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{
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using var device = new RecordingGpuDevice();
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using ObjectMeshManager manager = Build(device, modernPath: true);
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// Warm: an identically shaped mesh grows the arena, the atlas family,
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// and every pool the completion path touches.
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Assert.NotNull(manager.UploadMeshData(
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CreateLargeMeshData(0x0100AA01u, surfaceSeed: 0x08000000u)));
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ObjectMeshData meshData =
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CreateLargeMeshData(0x0100AA02u, surfaceSeed: 0x08001000u);
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long before = GC.GetAllocatedBytesForCurrentThread();
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ObjectRenderData? uploaded = manager.UploadMeshData(meshData);
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long allocated = GC.GetAllocatedBytesForCurrentThread() - before;
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Assert.NotNull(uploaded);
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long retained =
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(long)uploaded!.CPUIndices.Length * sizeof(ushort)
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+ (long)uploaded.CPUPositions.Length * 3 * sizeof(float);
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// Sanity: the fixture is actually index-heavy enough to discriminate.
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Assert.True(retained >= 480_000, $"fixture retained only {retained} bytes");
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// The LINQ regression allocates over 3x the index bytes and fails
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// this bound by more than a megabyte.
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long bound = retained + retained / 2 + 128 * 1024;
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Assert.True(
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allocated < bound,
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$"A warmed mesh completion allocated {allocated} bytes "
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+ $"(retained copies {retained}, bound {bound}).");
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}
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private static ObjectMeshData CreateLargeMeshData(ulong id, uint surfaceSeed)
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{
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const int vertexCount = 1024;
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const int batchCount = 4;
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const int indicesPerBatch = 60_000;
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var data = new ObjectMeshData
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{
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ObjectId = id,
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Vertices = new VertexPositionNormalTexture[vertexCount],
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};
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var batches = new System.Collections.Generic.List<TextureBatchData>(batchCount);
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for (int b = 0; b < batchCount; b++)
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{
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var indices = new System.Collections.Generic.List<ushort>(indicesPerBatch);
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for (int i = 0; i < indicesPerBatch; i++)
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indices.Add((ushort)((i + b) % vertexCount));
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batches.Add(new TextureBatchData
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{
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Key = new TextureKey { SurfaceId = surfaceSeed + (uint)b },
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TextureData = new byte[8 * 8 * 4],
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Indices = indices,
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});
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}
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data.TextureBatches[(8, 8, TextureFormat.RGBA8)] = batches;
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return data;
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}
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/// <summary>
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/// The production Vulkan implementation of the seam, checked against the
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/// same surface. Its two capability flags answer true because what they
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/// gate is the modern path, which Vulkan supplies unconditionally — see the
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/// type's own documentation for why the GL-shaped names survive.
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/// </summary>
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[Fact]
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public void TheVulkanMeshPipelineDeviceReportsTheModernPath()
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{
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using var device = new RecordingGpuDevice();
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using var vulkanDevice =
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new AcDream.App.Rendering.Gpu.Vk.VulkanMeshPipelineDevice(device.Retirement);
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Assert.True(vulkanDevice.HasBindless);
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Assert.True(vulkanDevice.HasOpenGL43);
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Assert.False(vulkanDevice.HasPendingWork);
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Assert.Equal(0u, vulkanDevice.InstanceVBO);
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Assert.Same(device.Retirement, vulkanDevice.ResourceRetirement);
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}
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}
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