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>
63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
using AcDream.App.Rendering;
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namespace AcDream.App.Tests.Rendering;
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public sealed class FramePacingPolicyTests
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{
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[Fact]
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public void VSync_request_uses_driver_swap_without_software_limit()
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{
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var policy = FramePacingPolicy.Resolve(
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requestedVSync: true,
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uncappedRendering: false,
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monitorRefreshHz: 144);
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Assert.True(policy.UseVSync);
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Assert.Null(policy.SoftwareLimitHz);
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}
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[Theory]
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[InlineData(60)]
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[InlineData(120)]
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[InlineData(144)]
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public void Normal_VSync_off_uses_active_monitor_refresh_limit(int refreshHz)
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{
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var policy = FramePacingPolicy.Resolve(
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requestedVSync: false,
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uncappedRendering: false,
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monitorRefreshHz: refreshHz);
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Assert.False(policy.UseVSync);
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Assert.Equal((double)refreshHz, policy.SoftwareLimitHz);
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}
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[Theory]
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[InlineData(null)]
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[InlineData(0)]
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[InlineData(-1)]
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public void Missing_or_invalid_monitor_refresh_uses_safe_fallback(int? refreshHz)
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{
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var policy = FramePacingPolicy.Resolve(
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requestedVSync: false,
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uncappedRendering: false,
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monitorRefreshHz: refreshHz);
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Assert.False(policy.UseVSync);
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Assert.Equal(FramePacingPolicy.FallbackRefreshHz, policy.SoftwareLimitHz);
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}
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[Theory]
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[InlineData(false)]
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[InlineData(true)]
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public void Explicit_uncapped_diagnostic_disables_both_pacing_mechanisms(
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bool requestedVSync)
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{
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var policy = FramePacingPolicy.Resolve(
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requestedVSync,
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uncappedRendering: true,
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monitorRefreshHz: 144);
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Assert.False(policy.UseVSync);
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Assert.Null(policy.SoftwareLimitHz);
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}
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}
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