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>
155 lines
6.4 KiB
C#
155 lines
6.4 KiB
C#
using Chorizite.Core.Lib;
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using Chorizite.Core.Render.Enums;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using BoundingBox = Chorizite.Core.Lib.BoundingBox;
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namespace AcDream.Content;
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/// <summary>
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/// Vertex format for scenery mesh rendering: position, normal, UV.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct VertexPositionNormalTexture {
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public Vector3 Position;
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public Vector3 Normal;
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public Vector2 UV;
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public static int Size => 8 * sizeof(float); // 3+3+2 = 8 floats = 32 bytes
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public VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 uv) {
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Position = position;
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Normal = normal;
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UV = uv;
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}
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}
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/// <summary>
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/// Staged data for a particle emitter to be created on the GL thread.
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/// </summary>
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public struct StagedEmitter {
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public ParticleEmitter Emitter;
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public uint PartIndex;
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public Matrix4x4 Offset;
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}
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/// <summary>
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/// CPU-side mesh data prepared on a background thread.
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/// Contains vertex data and per-batch index/texture info, but NO GPU resources.
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/// </summary>
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public class ObjectMeshData {
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private long _estimatedUploadBytes = -1;
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public ulong ObjectId { get; set; }
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public bool IsSetup { get; set; }
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public VertexPositionNormalTexture[] Vertices { get; set; } = Array.Empty<VertexPositionNormalTexture>();
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public List<MeshBatchData> Batches { get; set; } = new();
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/// <summary>
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/// #125 (2026-06-12): GL upload-retry counter. A failed upload through
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/// the App-side upload path (it returns null from its
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/// catch) used to be dropped permanently — the staged item was consumed,
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/// no render data was produced, and the prepared data lingered in the CPU
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/// cache where <c>PrepareMeshDataAsync</c>'s cache-hit short-circuit
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/// returned it without ever re-staging it for upload (session-sticky
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/// invisible mesh, one [wb-error] line). The drain loop now re-stages a
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/// failed upload for the NEXT frame up to the App-side upload retry
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/// limit (<c>MaxUploadRetries</c>). The counter lives on the mesh-data
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/// object so
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/// it resets to 0 naturally whenever the id is re-prepared (fresh object),
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/// and bounds a deterministic GL failure to a few loud lines instead of a
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/// silent permanent drop OR an unbounded per-frame retry storm. Retail
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/// loads content synchronously and has no such failure mode — this
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/// converges our async pipeline toward that guarantee.
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/// </summary>
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public int UploadAttempts;
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/// <summary>For EnvCell: the geometry of the cell itself.</summary>
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public ObjectMeshData? EnvCellGeometry { get; set; }
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/// <summary>For Setup objects: parts with their local transforms.</summary>
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public List<(ulong GfxObjId, Matrix4x4 Transform)> SetupParts { get; set; } = new();
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/// <summary>Particle emitters from physics scripts.</summary>
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public List<StagedEmitter> ParticleEmitters { get; set; } = new();
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/// <summary>Per-format texture atlas data (to be uploaded to GPU on main thread).</summary>
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public Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>> TextureBatches { get; set; } = new();
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/// <summary>Local bounding box.</summary>
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public BoundingBox BoundingBox { get; set; }
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/// <summary>Approximate center point used for depth sorting / transparency ordering.</summary>
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public Vector3 SortCenter { get; set; }
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/// <summary>DataID of a simpler GfxObj to use at long distance / low quality, or GfxObjDegradeInfo.</summary>
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public uint DIDDegrade { get; set; }
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/// <summary>Sphere used for mouse selection.</summary>
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public Sphere? SelectionSphere { get; set; }
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/// <summary>Edge line vertices for Environment wireframe rendering.</summary>
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public Vector3[] EdgeLines { get; set; } = Array.Empty<Vector3>();
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/// <summary>
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/// Returns the immutable prepared payload's CPU-to-GPU work estimate.
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/// Mesh extraction finishes populating the object before publishing it to
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/// App, so this value can be cached once and reused by the CPU cache,
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/// staging queue, retry path, and frame-budget planner without repeatedly
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/// walking every material batch under their locks.
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/// </summary>
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public long GetEstimatedUploadBytes()
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{
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long cached = System.Threading.Volatile.Read(ref _estimatedUploadBytes);
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if (cached >= 0)
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return cached;
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long bytes = IsSetup ? 1024L : 0L;
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bytes = checked(bytes + (long)Vertices.Length * VertexPositionNormalTexture.Size);
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foreach (List<TextureBatchData> batches in TextureBatches.Values)
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{
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foreach (TextureBatchData batch in batches)
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{
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bytes = checked(bytes + batch.TextureData.LongLength);
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bytes = checked(bytes + (long)batch.Indices.Count * sizeof(ushort));
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}
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}
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if (EnvCellGeometry is not null)
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bytes = checked(bytes + EnvCellGeometry.GetEstimatedUploadBytes());
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System.Threading.Interlocked.CompareExchange(ref _estimatedUploadBytes, bytes, -1);
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return System.Threading.Volatile.Read(ref _estimatedUploadBytes);
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}
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}
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/// <summary>
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/// CPU-side data for a single rendering batch (indices + texture reference).
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/// </summary>
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public class MeshBatchData {
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public ushort[] Indices { get; set; } = Array.Empty<ushort>();
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public (int Width, int Height, TextureFormat Format) TextureFormat { get; set; }
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public TextureKey TextureKey { get; set; }
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public int TextureIndex { get; set; }
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public byte[] TextureData { get; set; } = Array.Empty<byte>();
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public UploadPixelFormat? UploadPixelFormat { get; set; }
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public UploadPixelType? UploadPixelType { get; set; }
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public DatReaderWriter.Enums.CullMode CullMode { get; set; }
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}
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/// <summary>
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/// CPU-side texture info for deduplication during background preparation.
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/// </summary>
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public class TextureBatchData {
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public TextureKey Key { get; set; }
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public byte[] TextureData { get; set; } = Array.Empty<byte>();
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public UploadPixelFormat? UploadPixelFormat { get; set; }
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public UploadPixelType? UploadPixelType { get; set; }
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public List<ushort> Indices { get; set; } = new();
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public DatReaderWriter.Enums.CullMode CullMode { get; set; }
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public bool IsTransparent { get; set; }
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public bool IsAdditive { get; set; }
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public bool HasWrappingUVs { get; set; }
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}
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