acdream/src/AcDream.App/Rendering/InteriorEntityPartition.cs
Erik 76b8b4e9fc perf(pipeline): MP-Alloc Task 3 - pool InteriorEntityPartition.Result
InteriorEntityPartition.Partition allocated a fresh Result (a Dictionary
plus 2 Lists) and a new List<WorldEntity> per newly-seen visible cell,
every frame — the sole call site is RetailPViewRenderer.DrawInside,
once per frame, single-threaded.

Fix: add a Partition(Result, visibleCells, landblockEntries) overload
that clears an existing Result in place (Result.ClearForReuse) and
refills it, reusing each cell's List<WorldEntity> across frames when
the cell key survives (the visible-cell set is normally stable frame to
frame). RetailPViewRenderer now owns one _partitionResult instance
(matching its existing _shellBatch/_buildingGroups/_lookInPrepareScratch
reuse pattern) instead of allocating one per DrawInside call. The
original allocating Partition(visibleCells, landblockEntries) overload
is kept unchanged for tests and one-shot callers (it now delegates to
the reuse overload against a fresh Result).

Bit-identical output required pruning: without removing cell buckets
that end a frame with zero entries, a cell that leaves visibility would
leave a stale empty List sitting in ByCell, changing ByCell.Count and
.Keys enumeration versus the old always-fresh-Dictionary behavior (two
GameWindow diagnostics - sigSceneParticles and FormatPartitionCounts -
read those directly, not just via TryGetValue). Result.PruneEmptyCellBuckets
removes any zero-count bucket after each Partition call, keeping
ByCell's key set exactly what a fresh dictionary would have held.

Verified safe: the sole production consumer (RetailPViewRenderer.
DrawInside) and every downstream reader (WbDrawDispatcher walks,
GameWindow diagnostics) consume partition.ByCell/OutdoorStatic/Dynamics
synchronously within the same frame that built them - no cached
reference survives into the next frame's Partition() call (the one
GameWindow field that stores the reference, _interiorPartition, is
write-only, never read).

dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-05 23:47:23 +02:00

156 lines
6.7 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.World;
namespace AcDream.App.Rendering;
/// <summary>
/// Splits a frame's landblock entities into the draw buckets used by the
/// retail-style DrawInside flood.
///
/// <para>T1 (fused BR-2/3, 2026-06-11) — retail draw-order contract: the
/// frame draws STATIC world first (terrain, building shells, scenery, then
/// flooded interior cells + their static object lists), and every DYNAMIC
/// (server-spawned: player, NPCs, doors, items) draws LAST, depth-tested,
/// never hard-clipped. This is what makes the aperture depth punch safe —
/// when the punch erases depth inside a doorway, no dynamic has been drawn
/// yet, so nothing visible is destroyed (retail: objects draw per cell AFTER
/// cells, PView::DrawCells epilogue Ghidra 0x005a4840; the first BR-2 attempt
/// punched after dynamics and erased the player, reverted 88be519).</para>
///
/// <list type="bullet">
/// <item><see cref="Result.ByCell"/> — indoor STATICS (dat-baked, ServerGuid==0)
/// per visible cell, drawn with their cell.</item>
/// <item><see cref="Result.OutdoorStatic"/> — outdoor statics (building
/// shells, scenery stabs), drawn with the world/landscape pass.</item>
/// <item><see cref="Result.Dynamics"/> — ALL server-spawned entities
/// (ServerGuid != 0) regardless of cell, plus unresolved-cell live entities;
/// drawn in the frame's single LAST entity pass.</item>
/// </list>
/// </summary>
public static class InteriorEntityPartition
{
public sealed class Result
{
public Dictionary<uint, List<WorldEntity>> ByCell { get; } = new();
public List<WorldEntity> OutdoorStatic { get; } = new();
public List<WorldEntity> Dynamics { get; } = new();
// MP-Alloc: scratch for PruneEmptyCellBuckets — reused across frames
// so pruning itself doesn't allocate.
private readonly List<uint> _emptyCellScratch = new();
/// <summary>
/// MP-Alloc (2026-07-05): clear every collection in place for reuse
/// by <see cref="Partition(Result, HashSet{uint}, IEnumerable{ValueTuple})"/>.
/// The per-cell lists inside <see cref="ByCell"/> are cleared and
/// KEPT (not removed) so a steady-state frame with the same visible
/// cell set reuses the same List&lt;WorldEntity&gt; instances instead
/// of reallocating one per cell every frame.
/// </summary>
internal void ClearForReuse()
{
foreach (var list in ByCell.Values)
list.Clear();
OutdoorStatic.Clear();
Dynamics.Clear();
}
/// <summary>
/// MP-Alloc: drop any cell bucket that ended this frame with zero
/// entries (either newly emptied, or a leftover key from a previous
/// frame's visible-cell set that this frame never touched). Keeps
/// ByCell.Count / .Keys bit-identical to the old always-fresh-
/// Dictionary behavior — callers that inspect key presence/count
/// directly (not just TryGetValue) must see exactly the cells that
/// actually received at least one static this frame.
/// </summary>
internal void PruneEmptyCellBuckets()
{
_emptyCellScratch.Clear();
foreach (var (cellId, list) in ByCell)
{
if (list.Count == 0)
_emptyCellScratch.Add(cellId);
}
foreach (var cellId in _emptyCellScratch)
ByCell.Remove(cellId);
}
}
/// <summary>
/// Allocating overload — always returns a brand-new <see cref="Result"/>.
/// Kept for tests and any one-shot caller; the per-frame render path
/// uses the <see cref="Partition(Result, HashSet{uint}, IEnumerable{ValueTuple})"/>
/// reuse overload instead (see <see cref="RetailPViewRenderer"/>).
/// </summary>
public static Result Partition(
HashSet<uint> visibleCells,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries)
{
var result = new Result();
Partition(result, visibleCells, landblockEntries);
return result;
}
/// <summary>
/// MP-Alloc (2026-07-05): reuse overload. Clears <paramref name="result"/>
/// in place (see <see cref="Result.ClearForReuse"/>) and refills it,
/// reusing each cell's existing <c>List&lt;WorldEntity&gt;</c> when the
/// cell key survives from the previous frame instead of allocating a new
/// one — the per-cell dictionary entries persist across frames (cleared,
/// never removed) since the visible-cell set is usually stable frame to
/// frame. Identical partitioning output to the allocating overload; only
/// the backing storage is reused.
/// </summary>
public static void Partition(
Result result,
HashSet<uint> visibleCells,
IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries)
{
result.ClearForReuse();
foreach (var entry in landblockEntries)
{
foreach (var e in entry.Entities)
{
if (e.MeshRefs.Count == 0) continue;
// Retail contract: every server-spawned entity is a DYNAMIC
// and draws in the last pass — indoor, outdoor, or unresolved.
if (e.ServerGuid != 0)
{
result.Dynamics.Add(e);
}
else if (e.ParentCellId is uint cell && IsIndoorCellId(cell))
{
if (!visibleCells.Contains(cell))
continue;
if (!result.ByCell.TryGetValue(cell, out var list))
result.ByCell[cell] = list = new List<WorldEntity>();
list.Add(e);
}
else
{
result.OutdoorStatic.Add(e);
}
}
}
result.PruneEmptyCellBuckets();
}
/// <summary>Shared indoor classification — keep DrawDynamicsLast, the
/// outside-stage assignment (#118), and the partition in lockstep.</summary>
public static bool IsIndoorCellId(uint cellId)
{
uint low = cellId & 0xFFFFu;
return low >= 0x0100u && low != 0xFFFFu;
}
/// <inheritdoc cref="IsIndoorCellId(uint)"/>
public static bool IsIndoorCellId(uint? cellId) => cellId is uint c && IsIndoorCellId(c);
}