Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal. Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality. Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline. Co-authored-by: OpenAI Codex <codex@openai.com>
264 lines
9.5 KiB
C#
264 lines
9.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace AcDream.App.Rendering;
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internal static class RetailAlphaOrdering
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{
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/// <summary>
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/// Retail <c>CPhysicsPart::UpdateViewerDistance</c> 0x0050E030:
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/// transform the GfxObj's authored sort center through the part draw frame,
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/// then store its Euclidean distance from the viewer as <c>CYpt</c>.
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/// </summary>
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public static float ComputeViewerDistance(
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Vector3 localSortCenter,
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Matrix4x4 model,
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Vector3 cameraWorldPosition)
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=> Vector3.Distance(Vector3.Transform(localSortCenter, model), cameraWorldPosition);
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}
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/// <summary>
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/// Renderer-owned half of retail's delayed alpha list. A source keeps the
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/// immutable payload addressed by each token until the queue flushes, then
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/// releases the payload when <see cref="ResetAlphaSubmissions"/> is called.
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/// </summary>
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internal interface IRetailAlphaDrawSource
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{
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/// <summary>Uploads this source's complete payload for the current sorted
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/// alpha scope exactly once. Tokens arrive in final far-to-near order.</summary>
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void PrepareAlphaDraws(ReadOnlySpan<int> tokens);
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/// <summary>Draws a contiguous range from the payload prepared above.</summary>
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void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount);
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void ResetAlphaSubmissions();
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}
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internal readonly record struct RetailAlphaSubmission(
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IRetailAlphaDrawSource Source,
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int Token,
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float ViewerDistance);
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/// <summary>
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/// Frame-scoped port of retail's shared <c>D3DPolyRender</c> alpha list.
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/// Scene-particle parts and ordinary GfxObj parts enter one stable,
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/// far-to-near stream instead of being composited in renderer-local passes.
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///
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/// Retail oracle:
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/// <list type="bullet">
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/// <item><c>CShadowPart::insertion_sort</c> 0x006B5130 orders all cell parts by
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/// <c>CPhysicsPart::CYpt</c>.</item>
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/// <item><c>D3DPolyRender::AddMeshToAlphaList</c> 0x0059C230 appends delayed
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/// surface subsets in that established order.</item>
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/// <item><c>D3DPolyRender::FlushAlphaList</c> 0x0059D2E0 drains without another
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/// material/renderer sort.</item>
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/// </list>
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/// </summary>
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internal sealed class RetailAlphaQueue
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{
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private readonly List<RetailAlphaSubmission> _submissions = new(256);
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private readonly List<IRetailAlphaDrawSource> _sources = new(4);
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private int[] _tokenScratch = new int[256];
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private int[] _sourceDrawOffsets = new int[4];
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private RetailAlphaSubmission[] _sortScratch = new RetailAlphaSubmission[256];
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private readonly int[] _radixOffsets = new int[256];
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public bool IsCollecting { get; private set; }
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internal int PendingCount => _submissions.Count;
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public void BeginFrame()
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{
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if (IsCollecting)
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throw new InvalidOperationException("Retail alpha frame is already active.");
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if (_submissions.Count != 0 || _sources.Count != 0)
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throw new InvalidOperationException("Retail alpha queue retained payload outside a frame.");
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IsCollecting = true;
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}
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public void Submit(IRetailAlphaDrawSource source, int token, float viewerDistance)
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{
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ArgumentNullException.ThrowIfNull(source);
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if (!IsCollecting)
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throw new InvalidOperationException("Retail alpha submission requires an active frame.");
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if (token < 0)
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throw new ArgumentOutOfRangeException(nameof(token));
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_submissions.Add(new RetailAlphaSubmission(
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source,
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token,
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NormalizeDistance(viewerDistance)));
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for (int i = 0; i < _sources.Count; i++)
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if (ReferenceEquals(_sources[i], source))
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return;
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_sources.Add(source);
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}
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/// <summary>
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/// Drains the current retail alpha scope and keeps the frame open so the
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/// caller can collect the post-depth-clear scope. Only adjacent entries
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/// from one renderer are handed over as a batch; the queue never groups by
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/// renderer across another entry and therefore cannot alter compositing.
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/// </summary>
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public void Flush()
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{
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if (!IsCollecting)
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throw new InvalidOperationException("Retail alpha flush requires an active frame.");
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try
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{
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if (_submissions.Count == 0)
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return;
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SortRetailOrder();
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EnsureTokenCapacity(_submissions.Count);
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EnsureSourceCapacity(_sources.Count);
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Array.Clear(_sourceDrawOffsets, 0, _sources.Count);
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// Prepare each renderer once for this alpha scope. The filtered
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// token sequence preserves final retail order for that source, so
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// every later adjacent source-run maps to one contiguous prepared
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// range without another GPU upload.
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for (int sourceIndex = 0; sourceIndex < _sources.Count; sourceIndex++)
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{
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IRetailAlphaDrawSource source = _sources[sourceIndex];
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int sourceCount = 0;
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for (int i = 0; i < _submissions.Count; i++)
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{
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RetailAlphaSubmission submission = _submissions[i];
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if (ReferenceEquals(submission.Source, source))
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_tokenScratch[sourceCount++] = submission.Token;
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}
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source.PrepareAlphaDraws(_tokenScratch.AsSpan(0, sourceCount));
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}
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int start = 0;
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while (start < _submissions.Count)
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{
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IRetailAlphaDrawSource source = _submissions[start].Source;
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int end = start + 1;
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while (end < _submissions.Count
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&& ReferenceEquals(_submissions[end].Source, source))
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end++;
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int count = end - start;
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int sourceIndex = FindSourceIndex(source);
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int firstPreparedDraw = _sourceDrawOffsets[sourceIndex];
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source.DrawPreparedAlphaBatch(firstPreparedDraw, count);
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_sourceDrawOffsets[sourceIndex] += count;
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start = end;
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}
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}
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finally
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{
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for (int i = 0; i < _sources.Count; i++)
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_sources[i].ResetAlphaSubmissions();
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_sources.Clear();
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_submissions.Clear();
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}
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}
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public void EndFrame()
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{
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if (!IsCollecting)
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throw new InvalidOperationException("Retail alpha frame is not active.");
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try
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{
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Flush();
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}
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finally
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{
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IsCollecting = false;
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}
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}
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private void SortRetailOrder()
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{
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int count = _submissions.Count;
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if (count <= 1)
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return;
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EnsureSortCapacity(count);
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Span<RetailAlphaSubmission> submissions = CollectionsMarshal.AsSpan(_submissions);
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Span<RetailAlphaSubmission> scratch = _sortScratch.AsSpan(0, count);
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// Positive IEEE-754 float bits sort in the same order as their numeric
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// values. Complementing those bits turns an ascending stable radix pass
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// into retail's descending CYpt order. Four stable byte passes preserve
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// original submission order for equal distances, matching
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// CShadowPart::insertion_sort without List.Sort's O(n log n) interface
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// comparator overhead in particle-heavy views.
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RadixPass(submissions, scratch, shift: 0);
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RadixPass(scratch, submissions, shift: 8);
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RadixPass(submissions, scratch, shift: 16);
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RadixPass(scratch, submissions, shift: 24);
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}
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private static float NormalizeDistance(float value)
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// value > 0 also canonicalizes -0 to +0 so its IEEE sort key joins the
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// same stable equal-distance run as ordinary zero.
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=> float.IsFinite(value) && value > 0f ? value : 0f;
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private void RadixPass(
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ReadOnlySpan<RetailAlphaSubmission> source,
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Span<RetailAlphaSubmission> destination,
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int shift)
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{
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Array.Clear(_radixOffsets);
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for (int i = 0; i < source.Length; i++)
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{
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uint key = ~BitConverter.SingleToUInt32Bits(source[i].ViewerDistance);
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_radixOffsets[(int)((key >> shift) & 0xFF)]++;
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}
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int prefix = 0;
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for (int bucket = 0; bucket < _radixOffsets.Length; bucket++)
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{
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int bucketCount = _radixOffsets[bucket];
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_radixOffsets[bucket] = prefix;
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prefix += bucketCount;
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}
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for (int i = 0; i < source.Length; i++)
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{
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RetailAlphaSubmission submission = source[i];
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uint key = ~BitConverter.SingleToUInt32Bits(submission.ViewerDistance);
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int bucket = (int)((key >> shift) & 0xFF);
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destination[_radixOffsets[bucket]++] = submission;
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}
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}
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private void EnsureTokenCapacity(int count)
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{
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if (_tokenScratch.Length >= count)
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return;
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Array.Resize(ref _tokenScratch, count + 256);
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}
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private void EnsureSourceCapacity(int count)
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{
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if (_sourceDrawOffsets.Length >= count)
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return;
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Array.Resize(ref _sourceDrawOffsets, count + 4);
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}
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private void EnsureSortCapacity(int count)
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{
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if (_sortScratch.Length >= count)
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return;
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Array.Resize(ref _sortScratch, count + 256);
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}
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private int FindSourceIndex(IRetailAlphaDrawSource source)
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{
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for (int i = 0; i < _sources.Count; i++)
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if (ReferenceEquals(_sources[i], source))
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return i;
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throw new InvalidOperationException("Retail alpha source was not registered for this frame.");
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}
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}
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