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>
137 lines
5 KiB
C#
137 lines
5 KiB
C#
using AcDream.App.Rendering;
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using AcDream.App.Rendering.Wb;
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namespace AcDream.App.Tests.Rendering.Wb;
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public sealed class GpuRetiredRangeAllocatorTests
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{
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[Fact]
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public void ReleasedRangeCannotBeOverwrittenBeforeGpuRetirement()
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{
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var retirement = new DeferredRetirementQueue();
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var allocator = new GpuRetiredRangeAllocator(capacity: 8, retirement);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange first));
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allocator.ReleaseAfterGpuUse(first);
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Assert.Equal(1, allocator.PendingReleaseCount);
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Assert.Equal(8, allocator.PendingReleaseLength);
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Assert.False(allocator.TryAllocate(8, out _));
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retirement.RunAll();
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Assert.Equal(0, allocator.PendingReleaseCount);
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Assert.Equal(0, allocator.PendingReleaseLength);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange reused));
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Assert.Equal(first, reused);
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}
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[Fact]
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public void FailedUploadCanReleaseUnsubmittedRangeImmediately()
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{
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var retirement = new DeferredRetirementQueue();
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var allocator = new GpuRetiredRangeAllocator(capacity: 8, retirement);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange first));
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allocator.ReleaseUnsubmitted(first);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange reused));
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Assert.Equal(first, reused);
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Assert.Equal(0, retirement.Count);
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}
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[Fact]
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public void FailedRetirement_KeepsPendingOwnershipAccounting()
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{
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var retirement = new DeferredRetirementQueue();
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var allocator = new GpuRetiredRangeAllocator(capacity: 8, retirement);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange range));
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allocator.ReleaseAfterGpuUse(range);
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retirement.RunAll();
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allocator.ReleaseAfterGpuUse(range); // injected duplicate makes Release fail before commit
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Assert.Throws<InvalidOperationException>(retirement.RunAll);
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Assert.Equal(1, allocator.PendingReleaseCount);
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Assert.Equal(8, allocator.PendingReleaseLength);
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}
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[Fact]
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public void PublicationFailure_RetryDoesNotDuplicatePendingAccounting()
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{
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var retirement = new DeferredRetirementQueue { FailNextPublication = true };
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var allocator = new GpuRetiredRangeAllocator(capacity: 8, retirement);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange range));
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Assert.Throws<InvalidOperationException>(() => allocator.ReleaseAfterGpuUse(range));
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Assert.Equal(1, allocator.PendingReleaseCount);
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Assert.Equal(8, allocator.PendingReleaseLength);
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Assert.Equal(0, retirement.Count);
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allocator.ReleaseAfterGpuUse(range);
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Assert.Equal(1, allocator.PendingReleaseCount);
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Assert.Equal(8, allocator.PendingReleaseLength);
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Assert.Equal(1, retirement.Count);
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retirement.RunAll();
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Assert.Equal(0, allocator.PendingReleaseCount);
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Assert.Equal(0, allocator.PendingReleaseLength);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange reused));
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Assert.Equal(range, reused);
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}
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[Fact]
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public void DuplicateReleaseBeforeRetirement_DoesNotPublishTwice()
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{
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var retirement = new DeferredRetirementQueue();
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var allocator = new GpuRetiredRangeAllocator(capacity: 8, retirement);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange range));
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allocator.ReleaseAfterGpuUse(range);
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allocator.ReleaseAfterGpuUse(range);
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Assert.Equal(1, allocator.PendingReleaseCount);
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Assert.Equal(8, allocator.PendingReleaseLength);
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Assert.Equal(1, retirement.Count);
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retirement.RunAll();
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Assert.Equal(0, allocator.PendingReleaseCount);
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Assert.Equal(0, allocator.PendingReleaseLength);
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}
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[Fact]
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public void PendingSubmittedRange_CannotBeReleasedAsUnsubmitted()
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{
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var retirement = new DeferredRetirementQueue();
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var allocator = new GpuRetiredRangeAllocator(capacity: 8, retirement);
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Assert.True(allocator.TryAllocate(8, out MeshBufferRange range));
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allocator.ReleaseAfterGpuUse(range);
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Assert.Throws<InvalidOperationException>(() => allocator.ReleaseUnsubmitted(range));
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Assert.Equal(1, allocator.PendingReleaseCount);
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Assert.Equal(8, allocator.PendingReleaseLength);
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}
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private sealed class DeferredRetirementQueue : IGpuResourceRetirementQueue
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{
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private readonly List<Action> _releases = [];
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public int Count => _releases.Count;
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public bool FailNextPublication { get; set; }
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public void Retire(Action release)
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{
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if (FailNextPublication)
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{
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FailNextPublication = false;
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throw new InvalidOperationException("Injected publication failure.");
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}
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_releases.Add(release);
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}
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public void RunAll()
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{
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foreach (Action release in _releases)
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release();
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_releases.Clear();
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}
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}
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}
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