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>
241 lines
10 KiB
C#
241 lines
10 KiB
C#
using AcDream.Content;
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using Chorizite.Core.Render;
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using Chorizite.Core.Render.Enums;
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using DatReaderWriter.Enums;
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using Silk.NET.OpenGL;
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using System;
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using System.Collections.Generic;
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using PixelFormat = Silk.NET.OpenGL.PixelFormat;
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using AcDream.App.Rendering;
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namespace AcDream.App.Rendering.Wb {
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internal sealed class TextureAtlasDisposeTransaction {
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private bool _running;
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public bool IsComplete { get; private set; }
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public bool IsRunning => _running;
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public void Advance(
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Action retryLayerRetirements,
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Action disposeTextureArray,
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Action commitLogicalDisposal) {
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ArgumentNullException.ThrowIfNull(retryLayerRetirements);
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ArgumentNullException.ThrowIfNull(disposeTextureArray);
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ArgumentNullException.ThrowIfNull(commitLogicalDisposal);
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if (IsComplete || _running)
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return;
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_running = true;
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try {
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retryLayerRetirements();
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disposeTextureArray();
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commitLogicalDisposal();
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IsComplete = true;
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}
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finally {
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_running = false;
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}
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}
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}
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/// <summary>
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/// Manages texture arrays grouped by (Width, Height, Format).
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/// Deduplicates textures by a TextureKey and supports reference counting.
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/// </summary>
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public class TextureAtlasManager : IDisposable {
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private static uint _nextSlot = 1;
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private readonly OpenGLGraphicsDevice _graphicsDevice;
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private readonly int _textureWidth;
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private readonly int _textureHeight;
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private readonly TextureFormat _format;
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private readonly Dictionary<TextureKey, int> _textureIndices = new();
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private readonly Dictionary<int, int> _refCounts = new();
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private readonly TextureAtlasSlotAllocator _slots;
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private readonly TextureAtlasLayerRetirement _layerRetirement;
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private readonly TextureAtlasDisposeTransaction _disposeTransaction = new();
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private readonly Action<TextureAtlasManager>? _onGpuSafeEmpty;
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private bool _disposed;
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internal const long TargetArrayBytes = 8L * 1024 * 1024;
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internal const int MaximumArrayLayers = 32;
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public uint Slot { get; }
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public ManagedGLTextureArray TextureArray { get; private set; } = null!;
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public int UsedSlots => _textureIndices.Count;
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public int TotalSlots => TextureArray?.Size ?? 0;
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public int AvailableSlots => _slots.AvailableCount;
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internal bool IsGpuSafeEmpty => UsedSlots == 0 && AvailableSlots == TotalSlots;
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internal long AllocatedBytes {
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get {
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return TextureArray.TotalSizeInBytes;
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}
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}
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internal long LastUseSequence { get; set; }
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internal int Width => _textureWidth;
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internal int Height => _textureHeight;
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internal TextureFormat Format => _format;
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public TextureAtlasManager(
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OpenGLGraphicsDevice graphicsDevice,
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int width,
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int height,
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TextureFormat format = TextureFormat.RGBA8,
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Action<TextureAtlasManager>? onGpuSafeEmpty = null) {
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Slot = _nextSlot++;
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_graphicsDevice = graphicsDevice;
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_textureWidth = width;
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_textureHeight = height;
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_format = format;
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_onGpuSafeEmpty = onGpuSafeEmpty;
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_layerRetirement = new TextureAtlasLayerRetirement(graphicsDevice.ResourceRetirement);
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int capacity = CalculateInitialCapacity(width, height, format);
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TextureArray = (ManagedGLTextureArray)graphicsDevice.CreateTextureArrayInternal(format, width, height, capacity, TextureParameters.ClampToEdge);
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_slots = new TextureAtlasSlotAllocator(TextureArray.Size);
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}
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/// <summary>
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/// Keeps each physical array near an eight-MiB target instead of
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/// reserving 32 layers for every size class. The old fixed capacity
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/// made a single 1024x1024 RGBA texture allocate roughly 171 MiB once
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/// its mip chain was included, and made glGenerateMipmap process all
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/// 32 layers during destination streaming.
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/// </summary>
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internal static int CalculateInitialCapacity(int width, int height, TextureFormat format) {
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ArgumentOutOfRangeException.ThrowIfLessThan(width, 1);
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ArgumentOutOfRangeException.ThrowIfLessThan(height, 1);
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long bytesPerLayer = CalculateMipChainBytes(width, height, format);
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long targetLayers = Math.Max(1L, TargetArrayBytes / bytesPerLayer);
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return checked((int)Math.Min(targetLayers, MaximumArrayLayers));
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}
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internal static long CalculateMipChainBytes(int width, int height, TextureFormat format) {
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long total = 0;
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int w = width;
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int h = height;
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while (true) {
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total = checked(total + CalculateLevelBytes(w, h, format));
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if (w == 1 && h == 1) return total;
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w = Math.Max(1, w >> 1);
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h = Math.Max(1, h >> 1);
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}
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}
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internal static long CalculateArrayBytes(int width, int height, TextureFormat format) =>
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checked(CalculateMipChainBytes(width, height, format)
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* CalculateInitialCapacity(width, height, format));
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internal static long CalculateLevelBytes(int width, int height, TextureFormat format) => format switch {
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TextureFormat.RGBA8 => checked((long)width * height * 4L),
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TextureFormat.RGB8 => checked((long)width * height * 3L),
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TextureFormat.A8 => checked((long)width * height),
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TextureFormat.Rgba32f => checked((long)width * height * 16L),
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TextureFormat.DXT1 => checked((long)Math.Max(1, (width + 3) / 4) * Math.Max(1, (height + 3) / 4) * 8L),
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TextureFormat.DXT3 or TextureFormat.DXT5 => checked((long)Math.Max(1, (width + 3) / 4) * Math.Max(1, (height + 3) / 4) * 16L),
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_ => throw new NotSupportedException($"Unsupported texture-atlas format {format}.")
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};
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public int AddTexture(TextureKey key, byte[] data, PixelFormat? uploadPixelFormat = null, PixelType? uploadPixelType = null) {
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ObjectDisposedException.ThrowIf(_disposed || _disposeTransaction.IsRunning, this);
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_layerRetirement.RetryPendingPublications();
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if (_textureIndices.TryGetValue(key, out var existingIndex)) {
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_refCounts[existingIndex]++;
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return existingIndex;
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}
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int index = _slots.Rent();
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try {
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TextureArray.UpdateLayer(index, data, uploadPixelFormat, uploadPixelType);
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_textureIndices[key] = index;
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_refCounts[index] = 1;
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return index;
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}
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catch (Exception) {
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if (!_textureIndices.ContainsKey(key))
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_slots.Return(index);
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throw;
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}
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}
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public void ReleaseTexture(TextureKey key) {
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ObjectDisposedException.ThrowIf(_disposed || _disposeTransaction.IsRunning, this);
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_layerRetirement.RetryPendingPublications();
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if (!_textureIndices.TryGetValue(key, out var index)) return;
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if (!_refCounts.ContainsKey(index)) return;
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_refCounts[index]--;
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if (_refCounts[index] <= 0) {
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_textureIndices.Remove(key);
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_refCounts.Remove(index);
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// The CPU no longer references this layer, but previously
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// submitted draws may still sample it. Recycle the slot only
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// after their GPU fence has signaled; no clear or whole-array
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// mip regeneration is needed for an unreferenced layer.
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_layerRetirement.Retire(
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() => {
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if (!_disposed)
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_slots.Return(index);
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},
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() => {
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if (!_disposed && IsGpuSafeEmpty)
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_onGpuSafeEmpty?.Invoke(this);
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});
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}
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}
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internal void RetryPendingRetirements() =>
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_layerRetirement.RetryPendingPublications();
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public bool HasTexture(TextureKey key) => _textureIndices.ContainsKey(key);
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public int GetTextureIndex(TextureKey key) =>
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_textureIndices.TryGetValue(key, out var index) ? index : -1;
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public void Dispose() {
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if (_disposed) return;
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_disposeTransaction.Advance(
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_layerRetirement.RetryPendingPublications,
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() => {
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TextureArray?.Dispose();
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if (TextureArray is not null && !TextureArray.HasDurableDisposeOwnership)
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throw new InvalidOperationException(
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"Texture-array disposal returned without retaining or publishing its physical release.");
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},
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() => {
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_textureIndices.Clear();
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_refCounts.Clear();
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_disposed = true;
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});
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}
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}
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/// <summary>
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/// Owns the publication and callback cursor for returned atlas layers.
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/// Removing the logical texture key commits immediately; this owner keeps
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/// the physical layer reachable until the frame queue accepts it and keeps
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/// the empty-atlas observer separate from the slot return so it cannot make
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/// a callback retry return the same slot twice.
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/// </summary>
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internal sealed class TextureAtlasLayerRetirement
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{
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private readonly GpuRetirementLedger _ledger;
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public TextureAtlasLayerRetirement(IGpuResourceRetirementQueue queue) =>
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_ledger = new GpuRetirementLedger(queue);
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internal int AwaitingPublicationCount => _ledger.AwaitingPublicationCount;
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public void Retire(Action returnLayer, Action notifyGpuSafeEmpty)
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{
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ArgumentNullException.ThrowIfNull(returnLayer);
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ArgumentNullException.ThrowIfNull(notifyGpuSafeEmpty);
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_ledger.Retire(new RetryableGpuResourceRelease(
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returnLayer,
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notifyGpuSafeEmpty));
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}
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public void RetryPendingPublications() =>
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_ledger.RetryPendingPublications();
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}
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}
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