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>
116 lines
3.8 KiB
C#
116 lines
3.8 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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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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}
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