acdream/src/AcDream.App/Rendering/Wb/TextureAtlasManager.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

241 lines
10 KiB
C#

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