Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal. Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality. Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline. Co-authored-by: OpenAI Codex <codex@openai.com>
183 lines
5.8 KiB
C#
183 lines
5.8 KiB
C#
using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Rendering;
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public sealed class FramePacingControllerTests
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{
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[Fact]
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public void Software_pacing_waits_only_for_remaining_deadline_time()
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{
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var clock = new FakeClock(frequency: 1_000);
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var waiter = new AdvancingWaiter(clock);
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var controller = new FramePacingController(clock, waiter);
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controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
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clock.Timestamp = 40;
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controller.CompleteFrame();
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Assert.Equal([60L], waiter.Durations);
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clock.Timestamp = 150;
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controller.CompleteFrame();
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Assert.Equal([60L, 50L], waiter.Durations);
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}
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[Fact]
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public void Missed_deadline_rebases_instead_of_running_a_catch_up_frame()
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{
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var clock = new FakeClock(frequency: 1_000);
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var waiter = new AdvancingWaiter(clock);
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var controller = new FramePacingController(clock, waiter);
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controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
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clock.Timestamp = 250;
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controller.CompleteFrame();
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Assert.Empty(waiter.Durations);
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// Rebased deadline is 350, not one of the elapsed 100/200/300
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// deadlines. The next frame therefore waits instead of bursting.
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clock.Timestamp = 300;
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controller.CompleteFrame();
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Assert.Equal([50L], waiter.Durations);
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}
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[Fact]
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public void Wait_overshoot_rebases_future_deadline()
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{
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var clock = new FakeClock(frequency: 1_000);
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var waiter = new AdvancingWaiter(clock) { OvershootTicks = 150 };
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var controller = new FramePacingController(clock, waiter);
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controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
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controller.CompleteFrame();
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Assert.Equal(250, clock.Timestamp);
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waiter.OvershootTicks = 0;
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clock.Timestamp = 300;
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controller.CompleteFrame();
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Assert.Equal([100L, 50L], waiter.Durations);
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}
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[Fact]
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public void VSync_and_explicit_uncapped_policies_do_not_software_wait()
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{
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var clock = new FakeClock(frequency: 1_000);
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var waiter = new AdvancingWaiter(clock);
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var controller = new FramePacingController(clock, waiter);
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controller.Apply(new FramePacingPolicy(UseVSync: true, SoftwareLimitHz: null));
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clock.Timestamp = 1_000;
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controller.CompleteFrame();
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controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: null));
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clock.Timestamp = 2_000;
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controller.CompleteFrame();
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Assert.Empty(waiter.Durations);
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}
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[Fact]
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public void Rate_change_resets_deadline_from_current_monotonic_time()
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{
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var clock = new FakeClock(frequency: 1_000);
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var waiter = new AdvancingWaiter(clock);
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var controller = new FramePacingController(clock, waiter);
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controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
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clock.Timestamp = 25;
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controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 20d));
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clock.Timestamp = 50;
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controller.CompleteFrame();
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Assert.Equal([25L], waiter.Durations);
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}
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[Theory]
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[InlineData(1L, 10_000_000L, 1L)]
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[InlineData(1L, 3L, 3_333_334L)]
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[InlineData(6_000L, 1_000_000L, 60_000L)]
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[InlineData(1_000L, 1_000L, 10_000_000L)]
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public void High_resolution_timer_conversion_rounds_up_without_losing_time(
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long durationTicks,
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long frequency,
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long expectedHundredNanoseconds)
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{
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Assert.Equal(
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expectedHundredNanoseconds,
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WindowsHighResolutionFramePacingWaiter.ConvertTicksToHundredNanoseconds(
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durationTicks,
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frequency));
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}
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[Fact]
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public void High_resolution_timer_conversion_saturates_instead_of_overflowing()
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{
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Assert.Equal(
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long.MaxValue,
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WindowsHighResolutionFramePacingWaiter.ConvertTicksToHundredNanoseconds(
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long.MaxValue,
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clockFrequency: 1));
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}
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[Fact]
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public void Windows_high_resolution_timer_arms_and_disposes_its_handle()
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{
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if (!OperatingSystem.IsWindowsVersionAtLeast(10, 0, 17134))
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return;
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using var timer = WindowsHighResolutionFramePacingWaiter.Create();
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timer.Wait(1, System.Diagnostics.Stopwatch.Frequency);
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timer.Dispose();
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timer.Dispose();
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Assert.Throws<ObjectDisposedException>(() => timer.Wait(1, 1));
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}
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[Fact]
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public void Controller_disposes_owned_waiter_exactly_once()
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{
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var waiter = new DisposableWaiter();
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var controller = new FramePacingController(
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new FakeClock(frequency: 1_000),
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waiter,
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ownsWaiter: true);
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controller.Dispose();
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controller.Dispose();
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Assert.Equal(1, waiter.DisposeCount);
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}
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private sealed class FakeClock(long frequency) : IFramePacingClock
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{
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public long Frequency { get; } = frequency;
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public long Timestamp { get; set; }
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public long GetTimestamp() => Timestamp;
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}
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private sealed class AdvancingWaiter(FakeClock clock) : IFramePacingWaiter
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{
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public List<long> Durations { get; } = [];
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public long OvershootTicks { get; set; }
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public void Wait(long durationTicks, long clockFrequency)
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{
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Assert.Equal(clock.Frequency, clockFrequency);
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Durations.Add(durationTicks);
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clock.Timestamp += durationTicks + OvershootTicks;
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}
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}
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private sealed class DisposableWaiter : IFramePacingWaiter, IDisposable
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{
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public int DisposeCount { get; private set; }
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public void Wait(long durationTicks, long clockFrequency)
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{
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}
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public void Dispose() => DisposeCount++;
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}
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}
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