Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
201 lines
6.2 KiB
C#
201 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Rendering;
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internal enum ParticleSubmissionKind
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{
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Billboard,
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Mesh,
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}
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internal readonly record struct ParticleSubmission(
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ParticleSubmissionKind Kind,
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int DrawIndex,
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float DistanceSq,
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int Sequence);
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/// <summary>
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/// Shared ordering for the two retail particle geometry paths. Transparent
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/// particles are submitted back-to-front; creation/enumeration order is the
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/// deterministic tiebreak so a PES chain does not shuffle at equal distance.
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/// </summary>
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internal static class ParticleSubmissionOrdering
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{
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public static void Sort(List<ParticleSubmission> submissions)
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{
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ArgumentNullException.ThrowIfNull(submissions);
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submissions.Sort(static (left, right) =>
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{
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int distance = right.DistanceSq.CompareTo(left.DistanceSq);
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return distance != 0
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? distance
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: left.Sequence.CompareTo(right.Sequence);
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});
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}
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}
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/// <summary>
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/// Balances the modern mesh pipeline's reference count against one stable
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/// particle-emitter handle. Registration and teardown are idempotent because
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/// the renderer sees every live particle, not merely every live emitter.
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/// </summary>
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internal sealed class ParticleMeshReferenceTracker : IDisposable
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{
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private sealed class ReferenceState
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{
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public required uint GfxObjId { get; init; }
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public bool Desired { get; set; }
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public bool Held { get; set; }
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public bool Reconciling { get; set; }
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}
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private readonly Action<uint> _increment;
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private readonly Action<uint> _decrement;
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private readonly Dictionary<int, ReferenceState> _referencesByEmitter = new();
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private bool _disposeRequested;
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private bool _disposed;
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public ParticleMeshReferenceTracker(Action<uint> increment, Action<uint> decrement)
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{
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_increment = increment ?? throw new ArgumentNullException(nameof(increment));
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_decrement = decrement ?? throw new ArgumentNullException(nameof(decrement));
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}
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public void Register(int emitterHandle, uint gfxObjId)
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{
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ObjectDisposedException.ThrowIf(_disposeRequested, this);
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if (!_referencesByEmitter.TryGetValue(emitterHandle, out ReferenceState? state))
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{
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state = new ReferenceState { GfxObjId = gfxObjId };
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_referencesByEmitter.Add(emitterHandle, state);
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}
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else if (state.GfxObjId != gfxObjId)
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{
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throw new InvalidOperationException(
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$"Particle emitter {emitterHandle} is already associated with " +
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$"GfxObj 0x{state.GfxObjId:X8}, not 0x{gfxObjId:X8}.");
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}
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state.Desired = true;
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Reconcile(emitterHandle, state);
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}
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public void Release(int emitterHandle)
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{
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if (_disposed || !_referencesByEmitter.TryGetValue(emitterHandle, out ReferenceState? state))
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return;
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state.Desired = false;
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Reconcile(emitterHandle, state);
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposeRequested = true;
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List<Exception>? failures = null;
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int[] emitterHandles = [.. _referencesByEmitter.Keys];
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for (int i = 0; i < emitterHandles.Length; i++)
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{
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int emitterHandle = emitterHandles[i];
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if (!_referencesByEmitter.TryGetValue(emitterHandle, out ReferenceState? state))
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continue;
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state.Desired = false;
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try
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{
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Reconcile(emitterHandle, state);
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}
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catch (Exception error)
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{
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(failures ??= []).Add(error);
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}
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}
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if (_referencesByEmitter.Count == 0)
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_disposed = true;
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if (failures is not null)
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throw new AggregateException(
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"One or more particle mesh references failed to release.",
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failures);
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}
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private void Reconcile(int emitterHandle, ReferenceState state)
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{
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if (state.Reconciling)
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return;
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state.Reconciling = true;
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Exception? failure = null;
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try
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{
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while (state.Desired != state.Held)
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{
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if (state.Desired)
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{
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try
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{
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_increment(state.GfxObjId);
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state.Held = true;
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}
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catch (MeshReferenceMutationException error)
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{
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if (error.MutationCommitted)
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{
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state.Held = true;
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failure ??= error;
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continue;
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}
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failure = error;
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break;
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}
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catch (Exception error)
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{
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failure = error;
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break;
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}
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}
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else
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{
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try
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{
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_decrement(state.GfxObjId);
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state.Held = false;
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}
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catch (MeshReferenceMutationException error)
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{
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if (error.MutationCommitted)
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{
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state.Held = false;
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failure ??= error;
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continue;
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}
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failure = error;
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break;
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}
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catch (Exception error)
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{
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failure = error;
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break;
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}
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}
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}
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}
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finally
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{
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state.Reconciling = false;
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if (!state.Desired && !state.Held)
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_referencesByEmitter.Remove(emitterHandle);
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if (_disposeRequested && _referencesByEmitter.Count == 0)
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_disposed = true;
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}
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if (failure is not null)
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System.Runtime.ExceptionServices.ExceptionDispatchInfo.Capture(failure).Throw();
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}
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}
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