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>
31 lines
1 KiB
C#
31 lines
1 KiB
C#
namespace AcDream.App.Rendering;
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/// <summary>
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/// Resolves the user's presentation preference into a bounded render policy.
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/// A normal client is never uncapped: disabling VSync selects a software
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/// ceiling at the active monitor's refresh rate. Only the explicit startup
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/// diagnostic may disable both mechanisms.
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/// </summary>
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internal readonly record struct FramePacingPolicy(
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bool UseVSync,
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double? SoftwareLimitHz)
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{
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internal const double FallbackRefreshHz = 60d;
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public static FramePacingPolicy Resolve(
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bool requestedVSync,
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bool uncappedRendering,
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int? monitorRefreshHz)
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{
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if (uncappedRendering)
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return new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: null);
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if (requestedVSync)
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return new FramePacingPolicy(UseVSync: true, SoftwareLimitHz: null);
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double refreshHz = monitorRefreshHz is > 0
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? monitorRefreshHz.Value
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: FallbackRefreshHz;
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return new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: refreshHz);
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}
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}
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