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>
21 lines
814 B
C#
21 lines
814 B
C#
using AcDream.Core.Meshing;
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using DatReaderWriter.Enums;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Bucket identity for <see cref="WbDrawDispatcher"/>'s per-frame group dictionary.
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/// Two (entity, batch) pairs that share the same <see cref="GroupKey"/> render
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/// in a single <c>glMultiDrawElementsIndirect</c> draw command. Promoted to
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/// <c>internal</c> at file scope (was a private nested type) so
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/// <see cref="EntityClassificationCache"/> can store it inside <see cref="CachedBatch"/>
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/// without depending on dispatcher internals.
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/// </summary>
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internal readonly record struct GroupKey(
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uint FirstIndex,
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int BaseVertex,
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int IndexCount,
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ulong BindlessTextureHandle,
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uint TextureLayer,
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TranslucencyKind Translucency,
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CullMode CullMode = CullMode.CounterClockwise);
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