Coordinator-directed final cleanup before the user gate; none behavioral: 1. MeshExtractor public surface narrowed to the cross-assembly entry points App actually calls (PrepareMeshData, PrepareCellStructMeshData, CollectParts, ComputeBounds); PrepareSetupMeshData, CollectEmittersFromScript, PrepareGfxObjMeshData, PrepareEnvCellMeshData, PrepareCellStructEdgeLineData back to private (internal dispatch, only reached via PrepareMeshData). 2. sideStagedSink constructor parameter is now REQUIRED (no default; type stays nullable for a conscious null): a bake tool that forgot the sink would silently lose particle-preload meshes. 3. AcDream.Content.csproj gains TreatWarningsAsErrors + LangVersion latest (parity with AcDream.Core.csproj). Surfaced zero warnings. 4. Dead usings removed from ObjectMeshManager.cs (BCnEncoder.*, SixLabors.*) — the inline decode moved out in Task 4. 5. Doc fixes: ObjectMeshData.cs cross-assembly <see cref> -> plain text (Content can't resolve App types); IDatReaderWriter.cs stale Phase O-T7 'both in this namespace' sentence rewritten. 6. Stale test doc comments updated to MeshExtractor.PrepareGfxObjMeshData (StipplingSurfaceEquivalenceTests, Issue119UpNullGfxObjDumpTests) — comments only, no code/assertion changes. dotnet build green (0 warnings in Content under warnings-as-errors); full test suite 4059 passed / 0 failed / 4 skipped. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1080 lines
50 KiB
C#
1080 lines
50 KiB
C#
using Chorizite.Core.Lib;
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using Chorizite.Core.Render;
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using Chorizite.Core.Render.Enums;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using CullMode = DatReaderWriter.Enums.CullMode;
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using DatReaderWriter.Types;
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using Microsoft.Extensions.Logging;
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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using AcDream.Content;
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using AcDream.Core.Rendering.Wb;
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using PixelFormat = Silk.NET.OpenGL.PixelFormat;
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using BoundingBox = Chorizite.Core.Lib.BoundingBox;
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namespace AcDream.App.Rendering.Wb {
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/// <summary>
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/// GPU-side render data created on the main thread.
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/// </summary>
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public class ObjectRenderData {
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public uint VAO { get; set; }
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public uint VBO { get; set; }
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public int VertexCount { get; set; }
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public List<ObjectRenderBatch> Batches { get; set; } = new();
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public bool IsSetup { get; set; }
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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>CPU-side vertex positions for raycasting.</summary>
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public Vector3[] CPUPositions { get; set; } = Array.Empty<Vector3>();
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/// <summary>CPU-side indices for raycasting.</summary>
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public ushort[] CPUIndices { get; set; } = Array.Empty<ushort>();
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/// <summary>CPU-side edge line vertices for Environment wireframe rendering.</summary>
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public Vector3[] CPUEdgeLines { get; set; } = Array.Empty<Vector3>();
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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>Estimated GPU memory usage in bytes.</summary>
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public long MemorySize { get; set; }
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}
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/// <summary>
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/// A single GPU draw batch: IBO + texture array layer.
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/// </summary>
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public class ObjectRenderBatch {
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public uint IBO { get; set; }
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public int IndexCount { get; set; }
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public TextureAtlasManager Atlas { get; set; } = null!;
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public int TextureIndex { get; set; }
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public (int Width, int Height) TextureSize { get; set; }
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public TextureFormat TextureFormat { get; set; }
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public uint SurfaceId { get; set; }
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public TextureKey Key { get; set; }
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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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// Modern rendering path fields
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public uint FirstIndex { get; set; }
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public uint BaseVertex { get; set; }
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public ulong BindlessTextureHandle { get; set; }
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}
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/// <summary>
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/// Manages scenery mesh loading, GPU resource creation, and reference counting.
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/// Key design: mesh data is prepared on background threads via PrepareMeshData(),
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/// then GPU resources are created on the main thread via UploadMeshData().
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/// </summary>
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public class ObjectMeshManager : IDisposable {
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private readonly OpenGLGraphicsDevice _graphicsDevice;
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private readonly IDatReaderWriter _dats;
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private readonly ILogger _logger;
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/// <summary>
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/// MP1a (2026-07-05): the GL-free CPU extraction half, verbatim-moved to
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/// AcDream.Content so the MP1b bake tool can run it without a GL context.
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/// Owns the dat read → mesh build → inline texture decode pipeline; this
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/// class keeps the queue/worker lifecycle and all GL upload.
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/// </summary>
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private readonly MeshExtractor _extractor;
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internal IDatReaderWriter Dats => _dats;
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public bool IsDisposed { get; private set; }
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private readonly ConcurrentDictionary<ulong, ObjectRenderData> _renderData = new();
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private readonly ConcurrentDictionary<ulong, int> _usageCount = new();
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private readonly ConcurrentDictionary<ulong, (Vector3 Min, Vector3 Max)?> _boundsCache = new();
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private readonly ConcurrentDictionary<ulong, Task<ObjectMeshData?>> _preparationTasks = new();
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// LRU Cache for Unused objects
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private readonly LinkedList<ulong> _lruList = new();
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private readonly long _maxGpuMemory = 1024 * 1024 * 1024; // 1GB
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private readonly int _maxCachedObjects = 50; // Max number of cached objects (count-based limit)
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private long _currentGpuMemory = 0;
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// Shared atlases grouped by (Width, Height, Format)
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private readonly Dictionary<(int Width, int Height, TextureFormat Format), List<TextureAtlasManager>> _globalAtlases = new();
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// CPU-side cache for prepared mesh data (to avoid re-reading/decoding from DAT)
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private readonly Dictionary<ulong, ObjectMeshData> _cpuMeshCache = new();
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private readonly LinkedList<ulong> _cpuLruList = new();
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private readonly int _maxCpuCacheSize = 100;
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private readonly ConcurrentQueue<ObjectMeshData> _stagedMeshData = new();
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public ConcurrentQueue<ObjectMeshData> StagedMeshData => _stagedMeshData;
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/// <summary>#125: how many times a failed GL upload is re-staged before
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/// giving up loudly. Small — a transient GL error clears on the next
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/// frame; anything that fails this many times is a genuine defect to
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/// surface, not retry forever. See <see cref="ObjectMeshData.UploadAttempts"/>.</summary>
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public const int MaxUploadRetries = 3;
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/// <summary>
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/// #125: drain one staged upload, returning whether it should be
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/// re-staged for a later frame. The caller (the per-frame Tick drain)
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/// collects the re-stages and re-enqueues them AFTER the drain loop —
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/// never inside it — so a deterministic failure can't spin the queue in
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/// a single frame. Increments the mesh-data's own attempt counter (resets
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/// on re-prepare) and gives up loudly past <see cref="MaxUploadRetries"/>.
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/// </summary>
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public bool UploadOrRequeue(ObjectMeshData meshData) {
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if (UploadMeshData(meshData) is not null)
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return false; // success (incl. legitimate 0-vertex → empty render data)
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if (HasRenderData(meshData.ObjectId))
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return false; // raced to present by another path
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meshData.UploadAttempts++;
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if (meshData.UploadAttempts < MaxUploadRetries)
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return true; // re-stage for next frame
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Console.WriteLine($"[up-retry] 0x{meshData.ObjectId:X10} upload failed {meshData.UploadAttempts}x — giving up (was the #125 silent sticky drop; a GL error is being surfaced, not hidden)");
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return false;
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}
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public GlobalMeshBuffer? GlobalBuffer { get; }
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private readonly bool _useModernRendering;
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private readonly List<(ulong Id, bool IsSetup, TaskCompletionSource<ObjectMeshData?> Tcs, CancellationToken Ct)> _pendingRequests = new();
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private int _activeWorkers = 0;
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private const int MaxParallelLoads = 4;
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public ObjectMeshManager(OpenGLGraphicsDevice graphicsDevice, IDatReaderWriter dats, ILogger<ObjectMeshManager> logger) {
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_graphicsDevice = graphicsDevice;
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_dats = dats;
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_logger = logger;
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// Side-stage sink: particle-preload meshes staged mid-extraction go
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// straight onto the staged-upload queue, exactly as the pre-MP1a code
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// did — immediate enqueue, surviving a later throw in the same
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// Prepare* call. ConcurrentQueue.Enqueue is thread-safe for the
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// extractor's up-to-4 concurrent decode workers.
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_extractor = new MeshExtractor(_dats, _logger, data => _stagedMeshData.Enqueue(data));
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_useModernRendering = _graphicsDevice.HasOpenGL43 && _graphicsDevice.HasBindless;
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if (_useModernRendering) {
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GlobalBuffer = new GlobalMeshBuffer(_graphicsDevice.GL);
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}
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}
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/// <summary>
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/// Get existing GPU render data for an object, or null if not yet uploaded.
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/// Increments reference count.
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/// </summary>
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public ObjectRenderData? GetRenderData(ulong id) {
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if (_renderData.TryGetValue(id, out var data)) {
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_usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
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if (data.IsSetup) {
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foreach (var (partId, _) in data.SetupParts) {
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IncrementRefCount(partId);
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}
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}
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else {
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// Increment ref counts for all textures in this GfxObj
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foreach (var batch in data.Batches) {
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if (batch.Atlas != null) {
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batch.Atlas.AddTexture(batch.Key, Array.Empty<byte>());
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}
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}
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}
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// If it was in LRU, remove it as it's now in use
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lock (_lruList) {
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_lruList.Remove(id);
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}
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return data;
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}
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return null;
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}
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/// <summary>
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/// Check if GPU render data exists for an object.
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/// </summary>
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public bool HasRenderData(ulong id) => _renderData.ContainsKey(id);
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/// <summary>
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/// Get existing GPU render data without modifying reference count.
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/// Use this for render-loop lookups where you don't want to affect lifecycle.
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/// </summary>
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public ObjectRenderData? TryGetRenderData(ulong id) {
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return _renderData.TryGetValue(id, out var data) ? data : null;
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}
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/// <summary>
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/// Increment reference count for an object (e.g. when a landblock starts using it).
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/// </summary>
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public void IncrementRefCount(ulong id) {
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_usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
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lock (_lruList) {
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_lruList.Remove(id);
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}
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}
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public void GenerateMipmaps() {
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foreach (var atlasList in _globalAtlases.Values) {
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foreach (var atlas in atlasList) {
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atlas.TextureArray.ProcessDirtyUpdates();
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}
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}
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}
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/// <summary>
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/// #105 diagnostic: counts staged-but-unflushed texture layer updates across all
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/// shared atlases (see <see cref="ManagedGLTextureArray.PendingUpdateCount"/>).
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/// Render thread only — <c>_globalAtlases</c> is render-thread-owned.
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/// </summary>
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public (int PendingUpdates, int ArraysWithPending, int TotalArrays) GetPendingTextureUpdateStats() {
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int pending = 0, arraysWith = 0, total = 0;
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foreach (var atlasList in _globalAtlases.Values) {
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foreach (var atlas in atlasList) {
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total++;
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int p = atlas.TextureArray.PendingUpdateCount;
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if (p > 0) { arraysWith++; pending += p; }
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}
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}
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return (pending, arraysWith, total);
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}
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/// <summary>
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/// Decrement reference count and unload GPU resources if no longer needed.
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/// </summary>
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public void DecrementRefCount(ulong id) {
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var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
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if (newCount <= 0) {
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// Instead of unloading, move to LRU
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lock (_lruList) {
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_lruList.Remove(id);
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_lruList.AddLast(id);
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}
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}
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}
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/// <summary>
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/// Decrement reference count and unload if no longer needed.
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/// </summary>
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public void ReleaseRenderData(ulong id) {
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if (_usageCount.TryGetValue(id, out var count) && count > 0) {
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var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
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if (newCount <= 0) {
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// Instead of unloading, move to LRU
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lock (_lruList) {
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_lruList.Remove(id);
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_lruList.AddLast(id);
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}
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}
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}
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}
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private void EvictOldResources(long neededBytes = 0) {
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lock (_lruList) {
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// Evict based on memory OR count limit
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while ((_currentGpuMemory + neededBytes) > _maxGpuMemory || _lruList.Count > _maxCachedObjects) {
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var idToEvict = _lruList.First!.Value;
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_lruList.RemoveFirst();
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if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
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UnloadObject(idToEvict);
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_usageCount.TryRemove(idToEvict, out _);
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}
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}
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}
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}
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/// <summary>
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/// Force evict all unused objects from the cache.
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/// Use this when navigating away from a view or changing filters to free memory.
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/// </summary>
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public void EvictAllUnused() {
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lock (_lruList) {
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while (_lruList.Count > 0) {
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var idToEvict = _lruList.First!.Value;
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_lruList.RemoveFirst();
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if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
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UnloadObject(idToEvict);
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_usageCount.TryRemove(idToEvict, out _);
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}
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}
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}
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// Also clear CPU mesh cache
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lock (_cpuMeshCache) {
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_cpuMeshCache.Clear();
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_cpuLruList.Clear();
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}
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}
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public struct EnvCellGeomRequest {
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public uint EnvironmentId;
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public ushort CellStructure;
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public List<ushort> Surfaces;
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}
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private readonly ConcurrentDictionary<ulong, EnvCellGeomRequest> _pendingEnvCellRequests = new();
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/// <summary>
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/// Phase 1 (Background Thread): Prepare CPU-side mesh data for deduplicated EnvCell geometry.
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/// </summary>
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public Task<ObjectMeshData?> PrepareEnvCellGeomMeshDataAsync(ulong geomId, uint environmentId, ushort cellStructure, List<ushort> surfaces, CancellationToken ct = default) {
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if (IsDisposed || HasRenderData(geomId)) return Task.FromResult<ObjectMeshData?>(null);
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// Check CPU cache first
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lock (_cpuMeshCache) {
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if (_cpuMeshCache.TryGetValue(geomId, out var cachedData)) {
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_cpuLruList.Remove(geomId);
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_cpuLruList.AddLast(geomId);
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return Task.FromResult<ObjectMeshData?>(cachedData);
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}
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}
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// Return existing task if already running or queued
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if (_preparationTasks.TryGetValue(geomId, out var existing)) {
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return existing;
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}
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var tcs = new TaskCompletionSource<ObjectMeshData?>();
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var task = tcs.Task;
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_preparationTasks[geomId] = task;
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lock (_pendingRequests) {
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if (IsDisposed) {
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tcs.TrySetCanceled();
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_preparationTasks.TryRemove(geomId, out _);
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return task;
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}
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// Special handling for EnvCell geometry - we need to store the cell data for the worker
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_pendingEnvCellRequests[geomId] = new EnvCellGeomRequest {
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EnvironmentId = environmentId,
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CellStructure = cellStructure,
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Surfaces = surfaces
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};
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_pendingRequests.Add((geomId, false, tcs, ct));
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if (_activeWorkers < MaxParallelLoads) {
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_activeWorkers++;
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Task.Run(ProcessQueueAsync);
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}
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}
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return task;
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}
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public Task<ObjectMeshData?> PrepareMeshDataAsync(ulong id, bool isSetup, CancellationToken ct = default) {
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if (IsDisposed || HasRenderData(id)) return Task.FromResult<ObjectMeshData?>(null);
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// Check CPU cache first
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lock (_cpuMeshCache) {
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if (_cpuMeshCache.TryGetValue(id, out var cachedData)) {
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_cpuLruList.Remove(id);
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_cpuLruList.AddLast(id);
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return Task.FromResult<ObjectMeshData?>(cachedData);
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}
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}
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// Return existing task if already running or queued
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if (_preparationTasks.TryGetValue(id, out var existing)) {
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if (!existing.IsFaulted && !existing.IsCanceled) {
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lock (_pendingRequests) {
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int idx = _pendingRequests.FindIndex(r => r.Id == id);
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if (idx >= 0) {
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var req = _pendingRequests[idx];
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_pendingRequests.RemoveAt(idx);
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_pendingRequests.Add(req);
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}
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}
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return existing;
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}
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_preparationTasks.TryRemove(id, out _);
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}
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var tcs = new TaskCompletionSource<ObjectMeshData?>();
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var task = tcs.Task;
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_preparationTasks[id] = task;
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lock (_pendingRequests) {
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if (IsDisposed) {
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tcs.TrySetCanceled();
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_preparationTasks.TryRemove(id, out _);
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return task;
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}
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_pendingRequests.Add((id, isSetup, tcs, ct));
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if (_activeWorkers < MaxParallelLoads) {
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_activeWorkers++;
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Task.Run(ProcessQueueAsync);
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}
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}
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return task;
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}
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private async Task ProcessQueueAsync() {
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try {
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while (true) {
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ulong id;
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bool isSetup;
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TaskCompletionSource<ObjectMeshData?> tcs;
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CancellationToken ct;
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lock (_pendingRequests) {
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// IsDisposed re-check: lets Dispose() drain the queue and
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// observe _activeWorkers reach 0 before the dats unmap.
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if (IsDisposed || _pendingRequests.Count == 0) {
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return;
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}
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// LIFO: Pick the most recent request
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var index = _pendingRequests.Count - 1;
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(id, isSetup, tcs, ct) = _pendingRequests[index];
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_pendingRequests.RemoveAt(index);
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}
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try {
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ObjectMeshData? data = null;
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if (_pendingEnvCellRequests.TryRemove(id, out var req)) {
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uint envId = 0x0D000000u | req.EnvironmentId;
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if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
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if (environment.Cells.TryGetValue(req.CellStructure, out var cellStruct)) {
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data = _extractor.PrepareCellStructMeshData(id, cellStruct, req.Surfaces, Matrix4x4.Identity, CancellationToken.None);
|
|
// TEMP diagnostic #105 (strip with fix): a null prep here means
|
|
// this deduplicated cell geometry will NEVER render anywhere.
|
|
if (data == null)
|
|
Console.WriteLine($"[geom-null] prepare-null geom=0x{id:X10} env=0x{envId:X8} cs=0x{req.CellStructure:X4}");
|
|
}
|
|
else {
|
|
Console.WriteLine($"[geom-null] cellstruct-missing geom=0x{id:X10} env=0x{envId:X8} cs=0x{req.CellStructure:X4}");
|
|
}
|
|
}
|
|
else {
|
|
Console.WriteLine($"[geom-null] env-read-failed geom=0x{id:X10} env=0x{envId:X8}");
|
|
}
|
|
}
|
|
else {
|
|
// TEMP diagnostic #105 (strip with fix): an EnvCell geom id (bit 33)
|
|
// whose pending request vanished gets misrouted to the generic path,
|
|
// where its hash-derived low bits resolve to nothing -> silent null.
|
|
if ((id & 0x2_0000_0000UL) != 0)
|
|
Console.WriteLine($"[geom-misroute] envcell geom 0x{id:X10} had no pending request — generic path will null it");
|
|
// If it's a direct setup or gfxobj, make sure background loads don't abort half-way
|
|
data = _extractor.PrepareMeshData(id, isSetup, CancellationToken.None);
|
|
}
|
|
if (data != null) {
|
|
lock (_cpuMeshCache) {
|
|
if (_cpuMeshCache.Count >= _maxCpuCacheSize) {
|
|
var oldest = _cpuLruList.First!.Value;
|
|
_cpuLruList.RemoveFirst();
|
|
_cpuMeshCache.Remove(oldest);
|
|
}
|
|
_cpuMeshCache[id] = data;
|
|
_cpuLruList.AddLast(id);
|
|
}
|
|
_stagedMeshData.Enqueue(data);
|
|
}
|
|
tcs.TrySetResult(data);
|
|
}
|
|
catch (OperationCanceledException) {
|
|
tcs.TrySetCanceled(ct);
|
|
}
|
|
catch (Exception ex) {
|
|
_logger.LogError(ex, "Error preparing mesh data for 0x{Id:X8}", id);
|
|
tcs.TrySetException(ex);
|
|
}
|
|
finally {
|
|
_preparationTasks.TryRemove(id, out _);
|
|
}
|
|
}
|
|
}
|
|
finally {
|
|
lock (_pendingRequests) {
|
|
_activeWorkers--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Phase 1 (Background Thread): Prepare CPU-side mesh data from DAT.
|
|
/// This loads vertices, indices, and texture data but creates NO GPU resources.
|
|
/// Thread-safe: only reads from DAT files.
|
|
///
|
|
/// MP1a (2026-07-05): delegates to <see cref="MeshExtractor.PrepareMeshData"/>,
|
|
/// the verbatim-moved GL-free extraction dispatcher. See <see cref="_extractor"/>.
|
|
/// </summary>
|
|
public ObjectMeshData? PrepareMeshData(ulong id, bool isSetup, CancellationToken ct = default) {
|
|
return _extractor.PrepareMeshData(id, isSetup, ct);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancel preparation tasks for IDs that are no longer needed.
|
|
/// </summary>
|
|
public void CancelStagedUploads(IEnumerable<ulong> ids) {
|
|
foreach (var id in ids) {
|
|
_preparationTasks.TryRemove(id, out _);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Phase 2 (Main Thread): Upload prepared mesh data to GPU.
|
|
/// Creates VAO, VBO, IBOs, and texture arrays.
|
|
/// Must be called from the GL thread.
|
|
/// </summary>
|
|
public ObjectRenderData? UploadMeshData(ObjectMeshData meshData) {
|
|
try {
|
|
if (_renderData.TryGetValue(meshData.ObjectId, out var existing)) {
|
|
_preparationTasks.TryRemove(meshData.ObjectId, out _);
|
|
if (existing.IsSetup) {
|
|
foreach (var (partId, _) in existing.SetupParts) {
|
|
IncrementRefCount(partId);
|
|
lock (_lruList) {
|
|
_lruList.Remove(partId);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// Increment ref counts for all textures in this GfxObj
|
|
foreach (var batch in existing.Batches) {
|
|
if (batch.Atlas != null) {
|
|
batch.Atlas.AddTexture(batch.Key, Array.Empty<byte>());
|
|
}
|
|
}
|
|
}
|
|
IncrementRefCount(meshData.ObjectId);
|
|
lock (_lruList) {
|
|
_lruList.Remove(meshData.ObjectId);
|
|
}
|
|
return existing;
|
|
}
|
|
|
|
// Estimated size - evict before allocation
|
|
long estimatedSize = meshData.IsSetup ? 1024 :
|
|
(meshData.Vertices.Length * VertexPositionNormalTexture.Size) +
|
|
meshData.TextureBatches.Values.SelectMany(l => l).Sum(b => (long)b.Indices.Count * sizeof(ushort));
|
|
|
|
EvictOldResources(estimatedSize);
|
|
|
|
_preparationTasks.TryRemove(meshData.ObjectId, out _);
|
|
if (meshData.IsSetup) {
|
|
// Upload EnvCell geometry if present to ensure it's in _renderData
|
|
if (meshData.EnvCellGeometry != null) {
|
|
UploadMeshData(meshData.EnvCellGeometry);
|
|
}
|
|
|
|
// Setup objects are multi-part - each part needs its own render data
|
|
var data = new ObjectRenderData {
|
|
IsSetup = true,
|
|
SetupParts = meshData.SetupParts,
|
|
ParticleEmitters = meshData.ParticleEmitters,
|
|
Batches = new List<ObjectRenderBatch>(),
|
|
BoundingBox = meshData.BoundingBox,
|
|
SortCenter = meshData.SortCenter,
|
|
DIDDegrade = meshData.DIDDegrade,
|
|
SelectionSphere = meshData.SelectionSphere,
|
|
MemorySize = 1024 // Small overhead for the setup itself
|
|
};
|
|
_renderData.TryAdd(meshData.ObjectId, data);
|
|
IncrementRefCount(meshData.ObjectId);
|
|
_currentGpuMemory += data.MemorySize;
|
|
|
|
// Increment ref counts for all parts
|
|
foreach (var (partId, _) in meshData.SetupParts) {
|
|
IncrementRefCount(partId);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
var renderData = UploadGfxObjMeshData(meshData);
|
|
if (renderData == null) {
|
|
// 0-vertex mesh: every polygon was gated out at extraction. #119
|
|
// (2026-06-11) dat-verified this is LEGITIMATE for all-no-draw
|
|
// models (all polys NoPos + Base1Solid surfaces — retail's
|
|
// skipNoTexture never draws them either; 0x010002B4/0x010008A8
|
|
// are this class, Issue119UpNullGfxObjDumpTests). The empty
|
|
// cache is the correct terminal state for those. The line stays
|
|
// as a tripwire for the OTHER way to get here (extraction
|
|
// dropped textured polys — a real defect; dat-verify with the
|
|
// dump test before treating as one).
|
|
Console.WriteLine($"[up-null] 0x{meshData.ObjectId:X10} produced a 0-vertex mesh — caching empty render data (legitimate for all-no-draw models; dat-verify via Issue119UpNullGfxObjDumpTests)");
|
|
renderData = new ObjectRenderData();
|
|
}
|
|
|
|
renderData.BoundingBox = meshData.BoundingBox;
|
|
renderData.SortCenter = meshData.SortCenter;
|
|
renderData.DIDDegrade = meshData.DIDDegrade;
|
|
renderData.SelectionSphere = meshData.SelectionSphere;
|
|
_renderData.TryAdd(meshData.ObjectId, renderData);
|
|
IncrementRefCount(meshData.ObjectId);
|
|
_currentGpuMemory += renderData.MemorySize;
|
|
|
|
// Clear texture data after upload to save RAM
|
|
foreach (var batchList in meshData.TextureBatches.Values) {
|
|
foreach (var batch in batchList) {
|
|
batch.TextureData = Array.Empty<byte>();
|
|
}
|
|
}
|
|
return renderData;
|
|
}
|
|
catch (Exception ex) {
|
|
_logger.LogError(ex, "Error uploading mesh data for 0x{Id:X8}", meshData.ObjectId);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets bounding box for an object (for frustum culling).
|
|
/// </summary>
|
|
public (Vector3 Min, Vector3 Max)? GetBounds(ulong id, bool isSetup) {
|
|
if (_boundsCache.TryGetValue(id, out var cachedBounds)) {
|
|
return cachedBounds;
|
|
}
|
|
|
|
try {
|
|
(Vector3 Min, Vector3 Max)? result = null;
|
|
uint datId = (uint)(id & 0xFFFFFFFFu);
|
|
var resolutions = _dats.ResolveId(datId).ToList();
|
|
var selectedResolution = resolutions.OrderByDescending(r => r.Database == _dats.Portal).FirstOrDefault();
|
|
if (selectedResolution == null) return null;
|
|
|
|
var type = selectedResolution.Type;
|
|
var db = selectedResolution.Database;
|
|
|
|
if (type == DBObjType.Setup) {
|
|
var min = new Vector3(float.MaxValue);
|
|
var max = new Vector3(float.MinValue);
|
|
bool hasBounds = false;
|
|
var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
|
|
|
|
_extractor.CollectParts(datId, Matrix4x4.Identity, parts, ref min, ref max, ref hasBounds, CancellationToken.None);
|
|
result = hasBounds ? (min, max) : null;
|
|
}
|
|
else if (type == DBObjType.EnvCell) {
|
|
if (!db.TryGet<EnvCell>(datId, out var envCell)) return null;
|
|
|
|
// If bit 32 is set, this is a request for the cell's synthetic geometry only
|
|
if ((id & 0x1_0000_0000UL) != 0) {
|
|
uint envId = 0x0D000000u | envCell.EnvironmentId;
|
|
if (_dats.Portal.TryGet<DatReaderWriter.DBObjs.Environment>(envId, out var environment)) {
|
|
if (environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct)) {
|
|
var min = new Vector3(float.MaxValue);
|
|
var max = new Vector3(float.MinValue);
|
|
foreach (var vert in cellStruct.VertexArray.Vertices.Values) {
|
|
min = Vector3.Min(min, vert.Origin);
|
|
max = Vector3.Max(max, vert.Origin);
|
|
}
|
|
result = (min, max);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
var min = new Vector3(float.MaxValue);
|
|
var max = new Vector3(float.MinValue);
|
|
bool hasBounds = false;
|
|
var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
|
|
|
|
_extractor.CollectParts(datId, Matrix4x4.Identity, parts, ref min, ref max, ref hasBounds, CancellationToken.None);
|
|
result = hasBounds ? (min, max) : null;
|
|
}
|
|
}
|
|
else {
|
|
if (!db.TryGet<GfxObj>(datId, out var gfxObj)) return null;
|
|
result = _extractor.ComputeBounds(gfxObj, Vector3.One);
|
|
}
|
|
_boundsCache[id] = result;
|
|
return result;
|
|
}
|
|
catch (Exception ex) {
|
|
_logger.LogError(ex, "Error computing bounds for 0x{Id:X8}", id);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
#region Private: Background Preparation
|
|
|
|
/// <summary>
|
|
/// #113: the set of polygon ids referenced by the GfxObj's drawing BSP —
|
|
/// the polys retail actually renders (D3DPolyRender traverses the BSP;
|
|
/// dictionary-orphaned polys are physics/no-draw geometry). Returns null
|
|
/// when the model has no drawing BSP (caller draws everything).
|
|
/// </summary>
|
|
internal static HashSet<ushort>? CollectDrawingBspPolygonIds(GfxObj gfxObj) {
|
|
if (gfxObj.DrawingBSP?.Root is null) return null;
|
|
var ids = new HashSet<ushort>();
|
|
CollectDrawingBspPolygonIds(gfxObj.DrawingBSP.Root, ids);
|
|
return ids;
|
|
}
|
|
|
|
private static void CollectDrawingBspPolygonIds(DatReaderWriter.Types.DrawingBSPNode node, HashSet<ushort> ids) {
|
|
if (node.Polygons is not null)
|
|
foreach (var pid in node.Polygons)
|
|
ids.Add((ushort)pid);
|
|
if (node.PosNode is not null) CollectDrawingBspPolygonIds(node.PosNode, ids);
|
|
if (node.NegNode is not null) CollectDrawingBspPolygonIds(node.NegNode, ids);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Private: GPU Upload
|
|
|
|
private unsafe ObjectRenderData? UploadGfxObjMeshData(ObjectMeshData meshData) {
|
|
if (meshData.Vertices.Length == 0) return null;
|
|
|
|
var gl = _graphicsDevice.GL;
|
|
uint vao = 0, vbo = 0;
|
|
|
|
if (_useModernRendering) {
|
|
// Everything goes into the global VBO/IBO
|
|
vao = GlobalBuffer!.VAO;
|
|
vbo = GlobalBuffer!.VBO;
|
|
}
|
|
else {
|
|
gl.GenVertexArrays(1, out vao);
|
|
gl.BindVertexArray(vao);
|
|
|
|
gl.GenBuffers(1, out vbo);
|
|
gl.BindBuffer(GLEnum.ArrayBuffer, vbo);
|
|
fixed (VertexPositionNormalTexture* ptr = meshData.Vertices) {
|
|
gl.BufferData(GLEnum.ArrayBuffer, (nuint)(meshData.Vertices.Length * VertexPositionNormalTexture.Size), ptr, GLEnum.StaticDraw);
|
|
}
|
|
GpuMemoryTracker.TrackAllocation(meshData.Vertices.Length * VertexPositionNormalTexture.Size, GpuResourceType.Buffer);
|
|
|
|
int stride = VertexPositionNormalTexture.Size;
|
|
// Position (location 0)
|
|
gl.EnableVertexAttribArray(0);
|
|
gl.VertexAttribPointer(0, 3, GLEnum.Float, false, (uint)stride, (void*)0);
|
|
// Normal (location 1)
|
|
gl.EnableVertexAttribArray(1);
|
|
gl.VertexAttribPointer(1, 3, GLEnum.Float, false, (uint)stride, (void*)(3 * sizeof(float)));
|
|
// TexCoord (location 2)
|
|
gl.EnableVertexAttribArray(2);
|
|
gl.VertexAttribPointer(2, 2, GLEnum.Float, false, (uint)stride, (void*)(6 * sizeof(float)));
|
|
|
|
// Instance data (shared VBO)
|
|
gl.BindBuffer(GLEnum.ArrayBuffer, _graphicsDevice.InstanceVBO);
|
|
for (uint i = 0; i < 4; i++) {
|
|
var loc = 3 + i;
|
|
gl.EnableVertexAttribArray(loc);
|
|
gl.VertexAttribPointer(loc, 4, GLEnum.Float, false, (uint)sizeof(InstanceData), (void*)(i * 16));
|
|
gl.VertexAttribDivisor(loc, 1);
|
|
}
|
|
gl.EnableVertexAttribArray(8);
|
|
gl.VertexAttribIPointer(8, 1, GLEnum.UnsignedInt, (uint)sizeof(InstanceData), (void*)64);
|
|
gl.VertexAttribDivisor(8, 1);
|
|
}
|
|
|
|
var renderBatches = new List<ObjectRenderBatch>();
|
|
|
|
foreach (var (format, batches) in meshData.TextureBatches) {
|
|
foreach (var batch in batches) {
|
|
if (batch.Indices.Count == 0) continue;
|
|
|
|
uint ibo = 0;
|
|
TextureAtlasManager? atlasManager = null;
|
|
int textureIndex = 0;
|
|
uint firstIndex = 0;
|
|
int batchBaseVertex = 0;
|
|
|
|
// Find or create a shared atlas with free space
|
|
if (!_globalAtlases.TryGetValue(format, out var atlasList)) {
|
|
atlasList = new List<TextureAtlasManager>();
|
|
_globalAtlases[format] = atlasList;
|
|
}
|
|
|
|
atlasManager = atlasList.FirstOrDefault(a => a.FreeSlots > 0 || a.HasTexture(batch.Key));
|
|
if (atlasManager == null) {
|
|
atlasManager = new TextureAtlasManager(_graphicsDevice, format.Width, format.Height, format.Format);
|
|
atlasList.Add(atlasManager);
|
|
}
|
|
|
|
// MP1a: AcDream.Content is Silk.NET-free — the extraction records
|
|
// carry Content-owned UploadPixelFormat/UploadPixelType enums whose
|
|
// underlying values are the GL ABI constants (numerically identical
|
|
// to Silk.NET.OpenGL.PixelFormat/PixelType), so this lifted nullable
|
|
// cast is value- and null-preserving.
|
|
textureIndex = atlasManager.AddTexture(batch.Key, batch.TextureData,
|
|
(PixelFormat?)batch.UploadPixelFormat, (PixelType?)batch.UploadPixelType);
|
|
|
|
if (_useModernRendering) {
|
|
ibo = GlobalBuffer!.IBO;
|
|
var appended = GlobalBuffer.Append(meshData.Vertices, batch.Indices.ToArray());
|
|
batchBaseVertex = appended.baseVertex;
|
|
firstIndex = (uint)appended.firstIndex;
|
|
}
|
|
else {
|
|
gl.GenBuffers(1, out ibo);
|
|
gl.BindBuffer(GLEnum.ElementArrayBuffer, ibo);
|
|
var indexArray = batch.Indices.ToArray();
|
|
fixed (ushort* iptr = indexArray) {
|
|
gl.BufferData(GLEnum.ElementArrayBuffer, (nuint)(indexArray.Length * sizeof(ushort)), iptr, GLEnum.StaticDraw);
|
|
}
|
|
GpuMemoryTracker.TrackAllocation(indexArray.Length * sizeof(ushort), GpuResourceType.Buffer);
|
|
}
|
|
|
|
ulong bindlessHandle = batch.HasWrappingUVs
|
|
? atlasManager.TextureArray.BindlessWrapHandle
|
|
: atlasManager.TextureArray.BindlessClampHandle;
|
|
|
|
renderBatches.Add(new ObjectRenderBatch {
|
|
IBO = ibo,
|
|
IndexCount = batch.Indices.Count,
|
|
Atlas = atlasManager!,
|
|
TextureIndex = textureIndex,
|
|
TextureSize = (format.Width, format.Height),
|
|
TextureFormat = format.Format,
|
|
IsTransparent = batch.IsTransparent,
|
|
IsAdditive = batch.IsAdditive,
|
|
HasWrappingUVs = batch.HasWrappingUVs,
|
|
Key = batch.Key,
|
|
CullMode = batch.CullMode,
|
|
FirstIndex = firstIndex,
|
|
BaseVertex = (uint)batchBaseVertex,
|
|
BindlessTextureHandle = bindlessHandle,
|
|
});
|
|
}
|
|
}
|
|
|
|
var renderData = new ObjectRenderData {
|
|
VAO = vao,
|
|
VBO = vbo,
|
|
VertexCount = meshData.Vertices.Length,
|
|
Batches = renderBatches,
|
|
ParticleEmitters = meshData.ParticleEmitters,
|
|
DIDDegrade = meshData.DIDDegrade,
|
|
CPUPositions = meshData.Vertices.Select(v => v.Position).ToArray(),
|
|
CPUIndices = meshData.TextureBatches.Values.SelectMany(l => l).SelectMany(b => b.Indices).ToArray(),
|
|
CPUEdgeLines = meshData.EdgeLines,
|
|
MemorySize = (meshData.Vertices.Length * VertexPositionNormalTexture.Size) +
|
|
renderBatches.Sum(b => (long)b.IndexCount * sizeof(ushort))
|
|
};
|
|
|
|
if (!_useModernRendering) {
|
|
gl.BindVertexArray(0);
|
|
}
|
|
return renderData;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Private: Utilities
|
|
|
|
#region Raycasting
|
|
|
|
public bool IntersectMesh(ObjectRenderData renderData, Matrix4x4 transform, Vector3 rayOrigin, Vector3 rayDirection, out float distance, out Vector3 normal) {
|
|
return IntersectMeshInternal(renderData, transform, rayOrigin, rayDirection, 0, out distance, out normal);
|
|
}
|
|
|
|
private bool IntersectMeshInternal(ObjectRenderData renderData, Matrix4x4 transform, Vector3 rayOrigin, Vector3 rayDirection, int depth, out float distance, out Vector3 normal) {
|
|
distance = float.MaxValue;
|
|
normal = Vector3.UnitZ;
|
|
bool hit = false;
|
|
|
|
if (depth > 32) return false; // Prevent stack overflow from circular setups
|
|
|
|
if (renderData.IsSetup) {
|
|
foreach (var part in renderData.SetupParts) {
|
|
var partData = TryGetRenderData(part.GfxObjId);
|
|
if (partData != null) {
|
|
if (IntersectMeshInternal(partData, part.Transform * transform, rayOrigin, rayDirection, depth + 1, out float d, out Vector3 n)) {
|
|
if (d < distance) {
|
|
distance = d;
|
|
normal = n;
|
|
hit = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return hit;
|
|
}
|
|
|
|
if (renderData.CPUPositions.Length == 0 || renderData.CPUIndices.Length == 0) {
|
|
// Fallback to sphere if no CPU mesh data
|
|
if (renderData.SelectionSphere != null && renderData.SelectionSphere.Radius > 0.001f) {
|
|
var worldOrigin = Vector3.Transform(renderData.SelectionSphere.Origin, transform);
|
|
float radius = renderData.SelectionSphere.Radius * transform.Translation.Length(); // Rough scale
|
|
if (GeometryUtils.RayIntersectsSphere(rayOrigin, rayDirection, worldOrigin, radius, out distance)) {
|
|
normal = Vector3.Normalize(rayOrigin + rayDirection * distance - worldOrigin);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Transform ray to local space
|
|
if (!Matrix4x4.Invert(transform, out var invTransform)) return false;
|
|
Vector3 localOrigin = Vector3.Transform(rayOrigin, invTransform);
|
|
Vector3 localDirection = Vector3.Normalize(Vector3.TransformNormal(rayDirection, invTransform));
|
|
|
|
// Iterate through triangles
|
|
for (int i = 0; i < renderData.CPUIndices.Length; i += 3) {
|
|
Vector3 v0 = renderData.CPUPositions[renderData.CPUIndices[i]];
|
|
Vector3 v1 = renderData.CPUPositions[renderData.CPUIndices[i + 1]];
|
|
Vector3 v2 = renderData.CPUPositions[renderData.CPUIndices[i + 2]];
|
|
|
|
if (GeometryUtils.RayIntersectsTriangle(localOrigin, localDirection, v0, v1, v2, out float t)) {
|
|
// Convert t back to world space distance
|
|
Vector3 hitPointLocal = localOrigin + localDirection * t;
|
|
Vector3 hitPointWorld = Vector3.Transform(hitPointLocal, transform);
|
|
float worldDist = Vector3.Distance(rayOrigin, hitPointWorld);
|
|
|
|
if (worldDist < distance) {
|
|
distance = worldDist;
|
|
|
|
// Calculate normal in local space and transform to world space
|
|
Vector3 localNormal = Vector3.Normalize(Vector3.Cross(v1 - v0, v2 - v0));
|
|
normal = Vector3.Normalize(Vector3.TransformNormal(localNormal, transform));
|
|
|
|
// Ensure normal faces the ray
|
|
if (Vector3.Dot(normal, rayDirection) > 0) {
|
|
normal = -normal;
|
|
}
|
|
|
|
hit = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return hit;
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void UnloadObject(ulong key) {
|
|
if (!_renderData.TryGetValue(key, out var data)) return;
|
|
|
|
var gl = _graphicsDevice.GL;
|
|
if (!_useModernRendering) {
|
|
if (data.VAO != 0) gl.DeleteVertexArray(data.VAO);
|
|
if (data.VBO != 0) {
|
|
gl.DeleteBuffer(data.VBO);
|
|
GpuMemoryTracker.TrackDeallocation(data.VertexCount * VertexPositionNormalTexture.Size, GpuResourceType.Buffer);
|
|
}
|
|
|
|
foreach (var batch in data.Batches) {
|
|
if (batch.IBO != 0) {
|
|
gl.DeleteBuffer(batch.IBO);
|
|
GpuMemoryTracker.TrackDeallocation(batch.IndexCount * sizeof(ushort), GpuResourceType.Buffer);
|
|
}
|
|
if (batch.Atlas != null) {
|
|
batch.Atlas.ReleaseTexture(batch.Key);
|
|
if (batch.Atlas.UsedSlots == 0) {
|
|
batch.Atlas.Dispose();
|
|
var keyTuple = (batch.TextureSize.Width, batch.TextureSize.Height, batch.TextureFormat);
|
|
if (_globalAtlases.TryGetValue(keyTuple, out var list)) {
|
|
list.Remove(batch.Atlas);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
foreach (var batch in data.Batches) {
|
|
if (batch.Atlas != null) {
|
|
batch.Atlas.ReleaseTexture(batch.Key);
|
|
if (batch.Atlas.UsedSlots == 0) {
|
|
batch.Atlas.Dispose();
|
|
var keyTuple = (batch.TextureSize.Width, batch.TextureSize.Height, batch.TextureFormat);
|
|
if (_globalAtlases.TryGetValue(keyTuple, out var list)) {
|
|
list.Remove(batch.Atlas);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (data.IsSetup) {
|
|
foreach (var (partId, _) in data.SetupParts) {
|
|
DecrementRefCount(partId);
|
|
}
|
|
}
|
|
|
|
_currentGpuMemory -= data.MemorySize;
|
|
_renderData.TryRemove(key, out _);
|
|
lock (_lruList) {
|
|
_lruList.Remove(key);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void Dispose() {
|
|
if (IsDisposed) return;
|
|
|
|
// Quiesce the background decode workers BEFORE returning: the owner
|
|
// disposes the DatCollection right after this adapter chain, which
|
|
// unmaps the dats' memory-mapped views. A worker still inside
|
|
// MemoryMappedBlockAllocator.ReadBlock at that point dereferences the
|
|
// dead view pointer — an uncatchable, process-fatal AccessViolation
|
|
// (dat-race investigation 2026-06-09). Setting IsDisposed under the
|
|
// queue lock publishes it to workers, which re-check it before every
|
|
// dequeue; draining the queue means each worker exits after at most
|
|
// its current (millisecond-scale) item.
|
|
lock (_pendingRequests) {
|
|
IsDisposed = true;
|
|
foreach (var (id, _, tcs, _) in _pendingRequests) {
|
|
tcs.TrySetCanceled();
|
|
_preparationTasks.TryRemove(id, out _);
|
|
}
|
|
_pendingRequests.Clear();
|
|
_pendingEnvCellRequests.Clear();
|
|
}
|
|
var deadline = System.Environment.TickCount64 + 10_000;
|
|
while (System.Environment.TickCount64 < deadline) {
|
|
lock (_pendingRequests) {
|
|
if (_activeWorkers == 0) break;
|
|
}
|
|
Thread.Sleep(5);
|
|
}
|
|
lock (_pendingRequests) {
|
|
if (_activeWorkers > 0)
|
|
_logger.LogError(
|
|
"Dispose: {Count} mesh-decode workers still active after 10s — dat teardown may race in-flight reads",
|
|
_activeWorkers);
|
|
}
|
|
|
|
_graphicsDevice.QueueGLAction(gl => {
|
|
foreach (var data in _renderData.Values) {
|
|
if (!_useModernRendering) {
|
|
if (data.VAO != 0) gl.DeleteVertexArray(data.VAO);
|
|
if (data.VBO != 0) {
|
|
gl.DeleteBuffer(data.VBO);
|
|
GpuMemoryTracker.TrackDeallocation(data.VertexCount * VertexPositionNormalTexture.Size, GpuResourceType.Buffer);
|
|
}
|
|
foreach (var batch in data.Batches) {
|
|
if (batch.IBO != 0) {
|
|
gl.DeleteBuffer(batch.IBO);
|
|
GpuMemoryTracker.TrackDeallocation(batch.IndexCount * sizeof(ushort), GpuResourceType.Buffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_renderData.Clear();
|
|
|
|
foreach (var atlasList in _globalAtlases.Values) {
|
|
foreach (var atlas in atlasList) {
|
|
atlas.Dispose();
|
|
}
|
|
}
|
|
_globalAtlases.Clear();
|
|
|
|
if (_useModernRendering) {
|
|
GlobalBuffer?.Dispose();
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|