acdream/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
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>
2026-07-18 21:35:16 +02:00

646 lines
29 KiB
C#

using System;
using System.Collections.Generic;
using AcDream.Content;
using AcDream.Core.Meshing;
using AcDream.Core.Rendering;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Logging.Abstractions;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Single seam between acdream and WB's render pipeline. Owns the
/// <c>ObjectMeshManager</c> instance and exposes a stable acdream-shaped API
/// so the rest of the renderer doesn't need to know about WB's types directly.
///
/// <para>
/// As of Phase O-T7, all DAT I/O routes through the runtime-owned shared
/// <see cref="IDatReaderWriter"/> facade — the separate
/// <c>DefaultDatReaderWriter</c> file-handle set has been removed.
/// </para>
/// </summary>
public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
{
internal const int MaximumUploadsPerFrame = 8;
internal const long MaximumUploadBytesPerFrame = 8L * 1024 * 1024;
internal const long MaximumArrayAllocationBytesPerFrame = 8L * 1024 * 1024;
internal const long MaximumMipmapBytesPerFrame = 8L * 1024 * 1024;
internal const int MaximumNewArraysPerFrame = 1;
internal const long MaximumBufferUploadBytesPerFrame = 8L * 1024 * 1024;
// A GL buffer store is indivisible. The active vertex arena's explicit
// supported ceiling is therefore the truthful one-allocation bound; only
// its prefix copy is staged across frames.
internal const long MaximumBufferAllocationBytesPerFrame =
GlobalMeshBuffer.MaximumVertexBufferBytes;
internal const long MaximumBufferCopyBytesPerFrame = 32L * 1024 * 1024;
internal const int MaximumNewBuffersPerFrame = 1;
internal const long MaximumSingleUploadBytes = 128L * 1024 * 1024;
internal const long MaximumSingleArrayAllocationBytes = 128L * 1024 * 1024;
internal const long MaximumSingleMipmapBytes = 128L * 1024 * 1024;
internal const int MaximumSingleNewArrays = 16;
internal const long MaximumSingleBufferUploadBytes = 32L * 1024 * 1024;
internal const int MaximumReclaimedMeshesPerFrame = MaximumUploadsPerFrame;
internal const long MaximumReclaimedMeshBytesPerFrame = 64L * 1024 * 1024;
internal const int MaximumStaleDiscardsPerFrame = 64;
private readonly OpenGLGraphicsDevice? _graphicsDevice;
private readonly ObjectMeshManager? _meshManager;
private readonly AcDream.App.Rendering.IGpuResourceRetirementQueue? _resourceRetirement;
private readonly IDatReaderWriter? _dats;
private readonly AcSurfaceMetadataTable _metadataTable = new();
private readonly HashSet<ulong> _metadataPopulated = new();
private readonly MeshUploadFrameBudget _uploadBudget = new(new MeshUploadBudgetLimits(
MaximumUploadsPerFrame,
MaximumUploadBytesPerFrame,
MaximumArrayAllocationBytesPerFrame,
MaximumMipmapBytesPerFrame,
MaximumNewArraysPerFrame,
MaximumBufferUploadBytesPerFrame,
MaximumBufferAllocationBytesPerFrame,
MaximumBufferCopyBytesPerFrame,
MaximumNewBuffersPerFrame,
MaximumSingleUploadBytes,
MaximumSingleArrayAllocationBytes,
MaximumSingleMipmapBytes,
MaximumSingleNewArrays,
MaximumSingleBufferUploadBytes));
private readonly HashSet<TextureAtlasManager> _mipmapsBudgeted = new();
/// <summary>
/// True when this instance was created via <see cref="CreateUninitialized"/>;
/// all public methods no-op when uninitialized.
/// </summary>
private readonly bool _isUninitialized;
private bool _disposed;
private AcDream.App.Rendering.OrderedResourceTeardown? _teardown;
internal int LastUploadCount { get; private set; }
internal long LastUploadBytes { get; private set; }
internal int LastStaleDiscardCount { get; private set; }
internal long LastArrayAllocationBytes { get; private set; }
internal long LastPlannedMipmapBytes { get; private set; }
internal int LastNewArrayCount { get; private set; }
internal long LastBufferUploadBytes { get; private set; }
internal long LastBufferAllocationBytes { get; private set; }
internal long LastBufferCopyBytes { get; private set; }
internal int LastNewBufferCount { get; private set; }
internal int LastMipmapArrayCount { get; private set; }
internal long LastMipmapBytes { get; private set; }
internal int StagedUploadBacklog => _meshManager?.StagedMeshCount ?? 0;
internal long StagedUploadBytes => _meshManager?.StagedMeshBytes ?? 0;
internal bool StagingAtHighWater => _meshManager?.StagingAtHighWater ?? false;
internal (int Count, long Bytes) CpuMeshCacheDiagnostics =>
_meshManager?.CpuCacheDiagnostics ?? default;
/// <summary>
/// Constructs the full WB pipeline: OpenGLGraphicsDevice → shared bounded
/// DAT facade → ObjectMeshManager.
/// </summary>
/// <param name="gl">Active Silk.NET GL context. Must be bound to the current
/// thread (construction runs GL queries; call from OnLoad).</param>
/// <param name="dats">acdream's shared runtime DAT facade, used to populate the surface
/// metadata side-table via <c>GfxObjMesh.Build</c>. Shares file handles with
/// the rest of the client; read-only access from the render thread.</param>
/// <param name="logger">Logger for the adapter; ObjectMeshManager uses
/// NullLogger internally.</param>
public WbMeshAdapter(GL gl, IDatReaderWriter dats, ILogger<WbMeshAdapter> logger)
: this(gl, dats, logger, AcDream.App.Rendering.ImmediateGpuResourceRetirementQueue.Instance)
{
}
internal WbMeshAdapter(
GL gl,
IDatReaderWriter dats,
ILogger<WbMeshAdapter> logger,
AcDream.App.Rendering.IGpuResourceRetirementQueue resourceRetirement)
{
ArgumentNullException.ThrowIfNull(gl);
ArgumentNullException.ThrowIfNull(dats);
ArgumentNullException.ThrowIfNull(logger);
_dats = dats;
_resourceRetirement = resourceRetirement;
_graphicsDevice = new OpenGLGraphicsDevice(
gl,
logger,
new DebugRenderSettings(),
resourceRetirement);
_graphicsDevice.ParticleBatcher = new ParticleBatcher(_graphicsDevice);
// ConsoleErrorLogger surfaces WB's silently-caught exceptions
// (ObjectMeshManager.PrepareMeshData try/catch at line ~589).
_meshManager = new ObjectMeshManager(
_graphicsDevice,
dats,
new ConsoleErrorLogger<ObjectMeshManager>());
}
/// <summary>
/// Minimal Console-backed logger that fires only on
/// <see cref="LogLevel.Error"/> and above. Format:
/// <code>[wb-error] &lt;message&gt;
/// [wb-error] &lt;ExceptionType&gt;: &lt;ExceptionMessage&gt;
/// [wb-error] at &lt;frame&gt; (up to 5 frames)</code>
/// Used to surface WB's silently-caught exceptions in
/// <c>ObjectMeshManager.PrepareMeshData</c>.
/// </summary>
private sealed class ConsoleErrorLogger<T> : ILogger<T>
{
public IDisposable BeginScope<TState>(TState state) where TState : notnull => NullScope.Instance;
public bool IsEnabled(LogLevel logLevel) => logLevel >= LogLevel.Error;
public void Log<TState>(
LogLevel logLevel, EventId eventId, TState state, Exception? exception,
Func<TState, Exception?, string> formatter)
{
if (!IsEnabled(logLevel)) return;
var message = formatter(state, exception);
Console.WriteLine($"[wb-error] {message}");
if (exception is not null)
{
Console.WriteLine($"[wb-error] {exception.GetType().Name}: {exception.Message}");
var stack = (exception.StackTrace ?? "")
.Split(new[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries)
.Take(5);
foreach (var s in stack) Console.WriteLine($"[wb-error] {s.Trim()}");
}
}
private sealed class NullScope : IDisposable
{
public static readonly NullScope Instance = new();
public void Dispose() { }
}
}
private WbMeshAdapter()
{
// Uninitialized constructor — only for tests / flag-off cases where
// the caller wants a Dispose-safe no-op instance.
_isUninitialized = true;
}
/// <summary>Test/init helper — produces a Dispose-safe instance with no
/// underlying mesh manager. Public methods are all no-ops.</summary>
public static WbMeshAdapter CreateUninitialized() => new();
/// <summary>
/// The surface metadata side-table populated on each first
/// <see cref="IncrementRefCount"/>. Queried by the draw dispatcher
/// to determine translucency, luminosity, and fog behavior per batch.
/// </summary>
public AcSurfaceMetadataTable MetadataTable => _metadataTable;
/// <summary>
/// Phase A8 (2026-05-28): exposes the underlying <see cref="ObjectMeshManager"/>
/// so <c>EnvCellRenderer</c> can share the same global mesh buffer (VAO/VBO/IBO).
/// Returns null when the adapter is uninitialized.
/// </summary>
public ObjectMeshManager? MeshManager => _meshManager;
/// <summary>
/// Returns the WB render data for <paramref name="id"/>, or null if not
/// yet uploaded or if this adapter is uninitialized. Increments WB's
/// internal usage counter — use <see cref="TryGetRenderData"/> for
/// render-loop lookups that should not affect lifecycle.
/// </summary>
public ObjectRenderData? GetRenderData(ulong id)
{
if (_isUninitialized || _meshManager is null) return null;
return _meshManager.GetRenderData(id);
}
/// <summary>
/// Returns the WB render data for <paramref name="id"/> without
/// modifying reference counts. Returns null if the mesh is not yet
/// uploaded. Safe for render-loop lookups.
/// </summary>
public ObjectRenderData? TryGetRenderData(ulong id)
{
if (_isUninitialized || _meshManager is null) return null;
return _meshManager.TryGetRenderData(id);
}
/// <inheritdoc/>
public bool IsRenderDataReady(ulong id)
{
// An uninitialized adapter owns no render pipeline, so it must not
// manufacture a readiness wait that can never complete. The modern
// production path is always initialized at startup.
return _isUninitialized || (_meshManager?.EnsureRenderDataReady(id) ?? false);
}
/// <inheritdoc/>
public void IncrementRefCount(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
_meshManager.IncrementRefCount(id);
bool metadataClaimed = false;
try
{
metadataClaimed = _metadataPopulated.Add(id);
if (metadataClaimed)
PopulateMetadata(id);
// WB's IncrementRefCount alone only bumps a usage counter; it does
// NOT trigger mesh loading. We must explicitly call PrepareMeshDataAsync
// so the background workers actually decode the GfxObj. The result
// auto-enqueues into _stagedMeshData (ObjectMeshManager line 510),
// which Tick() drains onto the GPU. Until that completes,
// TryGetRenderData(id) returns null and the dispatcher silently
// skips the entity — standard streaming flicker.
//
// #128 (2026-06-11): Prepare must RE-ARM whenever the id has no render
// data — NOT only on the first-ever registration. The old
// first-ever-only gate (`if (_metadataPopulated.Add(id))`) permanently
// lost any id whose initial decode was cancelled before completing
// (landblock unload → CancelStagedUploads during login/teleport
// churn) or whose upload was later LRU-evicted: every subsequent
// registration skipped Prepare, so the mesh stayed invisible for the
// session with zero log output — the dispatcher's slow path just
// counted meshMissing forever (issue #55's 1.45M/5s mountain was this
// bug's heartbeat). User-visible: the AAB3 tower staircase rendering
// partially or not at all depending on the session's landblock
// load/unload interleaving (#119/#128 "broken stairs"). Safe to call
// unconditionally when data is absent: PrepareMeshDataAsync early-outs
// on existing render data, returns the in-flight task when already
// pending, and dedups via _preparationTasks.
//
// isSetup: false — acdream's MeshRefs already carry expanded
// per-part GfxObj ids (0x01XXXXXX). WB's Setup-expansion path is
// unused.
if (metadataClaimed || _meshManager.TryGetRenderData(id) is null)
_meshManager.PrepareMeshDataAsync(id, isSetup: false);
}
catch (Exception acquireFailure)
{
if (metadataClaimed)
{
_metadataPopulated.Remove(id);
_metadataTable.Remove(id);
}
// IncrementRefCount is a public ownership boundary. Metadata/DAT
// preparation happens after ObjectMeshManager commits its count,
// so compensate before reporting failure. ObjectMeshManager's
// decrement has a strong exception guarantee; if compensation
// itself fails, expose that the increment remains committed so a
// higher-level transactional owner can retain its held marker.
try
{
_meshManager.DecrementRefCount(id);
}
catch (Exception rollbackFailure)
{
throw new MeshReferenceMutationException(
$"Mesh 0x{id:X10} reference acquisition failed and its committed increment could not be rolled back.",
mutationCommitted: true,
new AggregateException(acquireFailure, rollbackFailure));
}
throw;
}
}
/// <inheritdoc/>
public void DecrementRefCount(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
_meshManager.DecrementRefCount(id);
}
/// <inheritdoc/>
public void PinPreparedRenderData(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
// EnvCell geometry has its own schema-aware preparation request.
// Only establish lifecycle ownership here; IncrementRefCount's normal
// generic GfxObj preparation would decode the synthetic id incorrectly.
_meshManager.IncrementRefCount(id);
}
/// <summary>
/// #128 self-heal (2026-06-11): re-request a mesh load at the POINT OF
/// USE. Registration-time re-arming was insufficient — a preparation
/// cancelled by landblock churn AFTER the last registration event
/// (running across blocks loads/unloads them repeatedly) left the mesh
/// permanently unloadable with no later event to re-fire it. The draw
/// dispatcher touches every missing-but-referenced mesh every frame (the
/// meshMissing slow path) — that is the one place a retry can never be
/// missed. Cheap and idempotent: PrepareMeshDataAsync early-outs on
/// existing render data and returns the in-flight task when pending.
/// Retail-equivalence: retail loads content synchronously — geometry is
/// never permanently absent; this converges our async pipeline to the
/// same guarantee.
/// </summary>
public void EnsureLoaded(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
_meshManager.PrepareMeshDataAsync(id, isSetup: false);
}
/// <summary>
/// Per-frame drain of the WB pipeline's main-thread work queues. MUST be
/// called once per frame from the render thread. Without this, the staged
/// mesh data queue grows unbounded (memory leak) and queued GL actions
/// never execute.
///
/// <para>
/// Order matters: <c>ProcessGLQueue</c> runs first to apply any pending GL
/// state changes (e.g., texture uploads queued by background workers
/// during mesh prep). Then we drain staged mesh data, calling
/// <c>UploadMeshData</c> on each item to materialize the actual GL VAO /
/// VBO / IBO resources. After Tick, <c>GetRenderData</c> for any id
/// previously passed to <c>IncrementRefCount</c> may return non-null.
/// </para>
///
/// <para>
/// No-op when the adapter is uninitialized (e.g., flag is off and the
/// adapter was constructed via <c>CreateUninitialized</c>).
/// </para>
/// </summary>
public void Tick()
{
if (_isUninitialized) return;
if (_disposed) return;
ObjectMeshManager meshManager = _meshManager!;
_graphicsDevice!.ProcessGLQueue();
// #125: drain staged uploads; a FAILED upload (UploadMeshData returned
// null from its catch) is re-staged for a LATER frame, not dropped. The
// re-stages are collected and re-enqueued AFTER the loop — re-enqueuing
// inside the while would let a deterministic failure spin the queue in a
// single frame. UploadOrRequeue bounds the retries (MaxUploadRetries) so
// a genuine defect surfaces loudly instead of the old silent sticky drop.
List<MeshUploadQueueItem>? requeue = null;
_uploadBudget.Reset();
_mipmapsBudgeted.Clear();
int staleDiscardCount = 0;
bool arenaBackpressured = false;
GlobalMeshBuffer? globalBuffer = meshManager.GlobalBuffer;
// A backing-store migration is real GL work, not a cost estimate. One
// bounded copy chunk runs per frame while the old VAO remains active.
// Uploads stay queued until the atomic final swap has completed.
if (globalBuffer?.IsMigrationInProgress == true)
{
GlobalMeshMaintenanceStep maintenance =
globalBuffer.AdvanceMigration(MaximumBufferCopyBytesPerFrame);
_uploadBudget.RecordBufferMaintenance(
maintenance.AllocationBytes,
maintenance.CopyBytes,
maintenance.NewBufferCount);
arenaBackpressured = !maintenance.Completed;
}
while (globalBuffer?.IsMigrationInProgress != true
&& _uploadBudget.BufferCopyBytes == 0
&& _uploadBudget.ObjectCount < MaximumUploadsPerFrame)
{
staleDiscardCount += meshManager.DiscardUnownedStagedPrefix(
MaximumStaleDiscardsPerFrame - staleDiscardCount);
if (staleDiscardCount >= MaximumStaleDiscardsPerFrame)
break;
if (!meshManager.TryPeekStagedMeshData(out MeshUploadQueueItem next))
break;
GlobalMeshCapacityResult capacity;
GlobalMeshMaintenanceStep maintenance;
try
{
capacity = meshManager.EnsureGlobalBufferCapacity(next, out maintenance);
}
catch (NotSupportedException error)
{
RejectUnsupportedHead(meshManager, next, error);
throw;
}
if (capacity == GlobalMeshCapacityResult.MigrationStarted)
{
_uploadBudget.RecordBufferMaintenance(
maintenance.AllocationBytes,
maintenance.CopyBytes,
maintenance.NewBufferCount);
arenaBackpressured = true;
break;
}
if (capacity == GlobalMeshCapacityResult.MigrationInProgress)
{
arenaBackpressured = true;
break;
}
if (capacity == GlobalMeshCapacityResult.NeedsReclamation)
{
// Do not evict another batch while the frame-fence queue is
// already returning ranges or retiring an old backing store.
// Waiting for real allocator state prevents three frames of
// duplicate eviction before the first release becomes reusable.
if (globalBuffer?.HasPendingReclamation != true)
{
var reclaimed = meshManager.ReclaimUnusedResources(
MaximumReclaimedMeshesPerFrame,
MaximumReclaimedMeshBytesPerFrame,
forceArenaReclamation: true);
if (reclaimed.Count == 0)
{
throw new NotSupportedException(
$"The live global-mesh working set cannot fit the supported "
+ $"{GlobalMeshBuffer.MaximumVertexBufferBytes + GlobalMeshBuffer.MaximumIndexBufferBytes:N0}-byte arena "
+ $"(blocked staging generation {next.Generation}, object 0x{next.Data.ObjectId:X10}).");
}
}
arenaBackpressured = true;
break;
}
MeshUploadCost cost;
try
{
cost = meshManager.PlanUploadCost(
next.Data,
_mipmapsBudgeted,
next.Generation);
if (!_uploadBudget.TryAdmit(cost))
break;
}
catch (NotSupportedException error)
{
RejectUnsupportedHead(meshManager, next, error);
throw;
}
if (!meshManager.TryDequeueStagedMeshData(out MeshUploadQueueItem meshData))
break;
if (meshData.Generation != next.Generation)
throw new InvalidOperationException("The staged mesh FIFO head changed during render-thread admission.");
if (meshManager.UploadOrRequeue(meshData))
(requeue ??= new()).Add(meshData);
meshManager.AddDirtyAtlasesTo(_mipmapsBudgeted);
}
if (requeue is not null)
foreach (var m in requeue)
meshManager.RequeueStagedMeshData(m);
meshManager.SetArenaBackpressure(arenaBackpressured);
bool texProbe = AcDream.Core.Rendering.RenderingDiagnostics.ProbeTexFlushEnabled;
var pendingBefore = texProbe
? meshManager.GetPendingTextureUpdateStats()
: default;
// #105 root cause (2026-06-10): TextureAtlasManager.AddTexture only STAGES
// immutable decoded payloads in ManagedGLTextureArray._pendingUpdates — the
// actual TexSubImage3D copies + mipmap regeneration happen in
// ProcessDirtyUpdates, which WB drives ONCE PER FRAME from its render loop
// (WB GameScene.cs:975 `_meshManager?.GenerateMipmaps()`, just before the
// opaque pass). That call site lived in the GameScene file the N.4/O-T4
// extraction replaced with GameWindow, so the driver was silently dropped:
// staged updates never reached TexSubImage3D, leaving undefined
// TexStorage3D content behind valid resident bindless handles — the
// intermittent white indoor walls (#105). Pre-fix evidence: 126 updates
// stuck across 34/34 arrays at standstill (texflush-prefix.log). Tick()
// runs before all draw passes (GameWindow OnRender), so this is the exact
// WB-equivalent position.
(LastMipmapArrayCount, LastMipmapBytes) = meshManager.GenerateMipmaps();
if (globalBuffer?.HasPendingReclamation != true)
{
meshManager.ReclaimUnusedResources(
MaximumReclaimedMeshesPerFrame,
MaximumReclaimedMeshBytesPerFrame);
}
meshManager.EvictOneEmptyAtlas();
// Arena maintenance is capacity-driven and uses genuinely idle upload
// frames. It never competes with destination materialization, and the
// GlobalMeshBuffer policy retains enough hysteresis that portal-route
// revisits do not alternate shrink/grow every frame.
if (_uploadBudget.ObjectCount == 0
&& LastMipmapArrayCount == 0
&& meshManager.StagedMeshCount == 0
&& globalBuffer?.IsMigrationInProgress == false
&& globalBuffer.TryTrimUnusedTail(out GlobalMeshMaintenanceStep trim))
{
_uploadBudget.RecordBufferMaintenance(
trim.AllocationBytes,
trim.CopyBytes,
trim.NewBufferCount);
meshManager.SetArenaBackpressure(true);
}
LastUploadCount = _uploadBudget.ObjectCount;
LastUploadBytes = _uploadBudget.SourceBytes;
LastStaleDiscardCount = staleDiscardCount;
LastArrayAllocationBytes = _uploadBudget.ArrayAllocationBytes;
LastPlannedMipmapBytes = _uploadBudget.MipmapBytes;
LastNewArrayCount = _uploadBudget.NewArrayCount;
LastBufferUploadBytes = _uploadBudget.BufferUploadBytes;
LastBufferAllocationBytes = _uploadBudget.BufferAllocationBytes;
LastBufferCopyBytes = _uploadBudget.BufferCopyBytes;
LastNewBufferCount = _uploadBudget.NewBufferCount;
if (texProbe)
EmitTexFlushProbe(pendingBefore);
}
private static void RejectUnsupportedHead(
ObjectMeshManager meshManager,
MeshUploadQueueItem expected,
NotSupportedException error)
{
if (!meshManager.TryDequeueStagedMeshData(out MeshUploadQueueItem rejected)
|| rejected.Generation != expected.Generation)
{
throw new InvalidOperationException(
"The staged mesh FIFO head changed while rejecting an unsupported generation.",
error);
}
meshManager.RejectUnsupportedStagedUpload(rejected, error);
}
// #105 apparatus state — see RenderingDiagnostics.ProbeTexFlushEnabled.
private int _lastTexFlushBefore = -1;
private int _texFlushHeartbeat;
/// <summary>
/// #105 apparatus: one <c>[tex-flush]</c> line on change of the staged-texture
/// pending picture (plus a ~10 s heartbeat while anything is stuck). A healthy
/// frame ends with <c>after=0</c>; <c>before==after&gt;0</c> persisting at
/// standstill is the white-walls mechanism live (staged uploads never applied).
/// </summary>
private void EmitTexFlushProbe((int PendingUpdates, int ArraysWithPending, int TotalArrays) before)
{
var after = _meshManager!.GetPendingTextureUpdateStats();
bool changed = before.PendingUpdates != _lastTexFlushBefore;
bool flushed = after.PendingUpdates != before.PendingUpdates;
bool heartbeat = after.PendingUpdates > 0 && ++_texFlushHeartbeat >= 600;
if (!changed && !flushed && !heartbeat) return;
_texFlushHeartbeat = 0;
_lastTexFlushBefore = before.PendingUpdates;
Console.WriteLine(
$"[tex-flush] before={before.PendingUpdates} after={after.PendingUpdates}" +
$" arrays={after.ArraysWithPending}/{after.TotalArrays}" +
$" (arraysBefore={before.ArraysWithPending})");
}
private void PopulateMetadata(ulong id)
{
if (_dats is null) return;
if (!_dats.Portal.TryGet<GfxObj>((uint)id, out var gfxObj)) return;
var subMeshes = GfxObjMesh.Build(gfxObj, _dats);
for (int i = 0; i < subMeshes.Count; i++)
{
var sm = subMeshes[i];
_metadataTable.Add(id, i, new AcSurfaceMetadata(
sm.Translucency, sm.Luminosity, sm.Diffuse,
sm.SurfOpacity, sm.NeedsUvRepeat, sm.DisableFog));
}
}
/// <inheritdoc/>
public void Dispose()
{
if (_disposed)
return;
// These are dependency edges, not merely a best-effort cleanup list.
// In particular, the sampler objects owned by the device must remain
// alive until every resident texture-array handle has been retired.
_teardown ??= new AcDream.App.Rendering.OrderedResourceTeardown(
() =>
{
// The current global arena is still directly owned by the mesh
// manager. Fence every submitted draw before manager teardown
// can delete that arena's VAO/VBO/IBO.
if (_resourceRetirement is AcDream.App.Rendering.GpuFrameFlightController frameFlights)
frameFlights.WaitForSubmittedWork();
},
() => _meshManager?.Dispose(),
() => DrainGraphicsQueue("publishing mesh resource retirements"),
() =>
{
if (_resourceRetirement is AcDream.App.Rendering.GpuFrameFlightController frameFlights)
frameFlights.WaitForSubmittedWork();
},
() => DrainGraphicsQueue("releasing retired mesh resources"),
() => _graphicsDevice?.Dispose(),
() => DrainGraphicsQueue("deleting mesh graphics-device resources"));
_teardown.Advance();
_disposed = _teardown.IsComplete;
}
private void DrainGraphicsQueue(string operation)
{
if (_graphicsDevice is null)
return;
_graphicsDevice.ProcessGLQueue();
if (_graphicsDevice.HasPendingGLWork)
{
throw new InvalidOperationException(
$"OpenGL work remains pending after {operation}; retry adapter disposal to continue the exact stage.");
}
}
}