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>
244 lines
8.8 KiB
C#
244 lines
8.8 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Meshing;
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using Xunit;
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namespace AcDream.App.Tests.Rendering.Wb;
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public class InstanceGroupClearTests
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{
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[Fact]
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public void ClassificationCache_PreservesImmutableSelectionPartDescriptors()
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{
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var cache = new EntityClassificationCache();
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Matrix4x4 restPose =
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Matrix4x4.CreateRotationZ(0.75f) *
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Matrix4x4.CreateTranslation(1f, 2f, 3f);
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CachedSelectionPart[] parts =
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[
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new CachedSelectionPart(0x0001_0002, 0x01001234u, restPose),
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];
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GroupKey key = MakeKey(0xAA);
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cache.Populate(
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entityId: 100,
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landblockHint: 0xA9B40000u,
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batches: [new CachedBatch(key, 0xAA, Matrix4x4.Identity)],
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selectionParts: parts);
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Assert.True(cache.TryGet(100, 0xA9B40000u, out EntityCacheEntry? entry));
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CachedSelectionPart part = Assert.Single(entry!.SelectionParts);
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Assert.Equal(parts[0], part);
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Matrix4x4 entityWorld = Matrix4x4.CreateTranslation(20f, 30f, 40f);
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Assert.Equal(restPose * entityWorld, part.RestPose * entityWorld);
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}
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[Fact]
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public void InstanceLightSet_PacksAndCopiesAllRetailSlotsInOrder()
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{
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int[] source = [3, 7, 11, 15, 19, 23, 27, 31];
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var packed = WbDrawDispatcher.InstanceLightSet.From(source);
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int[] destination = Enumerable.Repeat(-99, 12).ToArray();
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packed.CopyTo(destination, 2);
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Assert.Equal(source, destination[2..10]);
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Assert.Equal(-99, destination[1]);
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Assert.Equal(-99, destination[10]);
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}
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[Fact]
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public void PartitionInstanceGroups_DeferredAlphaIsNotStagedInImmediateBuffers()
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{
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var opaqueGroup = MakeGroup(TranslucencyKind.Opaque, 2, new Vector3(3f, 4f, 0f));
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var alphaGroup = MakeGroup(TranslucencyKind.AlphaBlend, 3, new Vector3(0f, 0f, 10f));
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var additiveGroup = MakeGroup(TranslucencyKind.Additive, 1, new Vector3(1f, 0f, 0f));
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var emptyGroup = new WbDrawDispatcher.InstanceGroup
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{
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Translucency = TranslucencyKind.Opaque,
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};
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var opaque = new List<WbDrawDispatcher.InstanceGroup>();
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var transparent = new List<WbDrawDispatcher.InstanceGroup>();
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var deferred = WbDrawDispatcher.PartitionInstanceGroups(
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[opaqueGroup, alphaGroup, additiveGroup, emptyGroup],
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deferTransparent: true,
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cameraWorldPosition: Vector3.Zero,
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opaque,
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transparent);
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Assert.Equal(6, deferred.VisibleInstances);
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Assert.Equal(2, deferred.ImmediateInstances);
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Assert.Equal([opaqueGroup], opaque);
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Assert.Equal([alphaGroup, additiveGroup], transparent);
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Assert.Equal(25f, opaqueGroup.SortDistance);
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Assert.Equal(100f, alphaGroup.SortDistance);
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var immediate = WbDrawDispatcher.PartitionInstanceGroups(
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[opaqueGroup, alphaGroup, additiveGroup],
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deferTransparent: false,
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cameraWorldPosition: Vector3.Zero,
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opaque,
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transparent);
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Assert.Equal(6, immediate.VisibleInstances);
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Assert.Equal(6, immediate.ImmediateInstances);
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}
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[Fact]
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public void CachedGroupHandle_RequiresLiveMatchingRegistration()
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{
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var group = new WbDrawDispatcher.InstanceGroup { Registration = 17 };
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var key = new GroupKey(
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FirstIndex: 0,
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BaseVertex: 0,
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IndexCount: 6,
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BindlessTextureHandle: 0xAA,
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TextureLayer: 0,
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Translucency: TranslucencyKind.Opaque);
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var cached = new CachedBatch(
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key,
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0xAA,
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Matrix4x4.Identity,
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Group: group,
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GroupRegistration: 17);
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Assert.True(WbDrawDispatcher.TryResolveCachedGroup(cached, out var resolved));
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Assert.Same(group, resolved);
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group.Registration = 0;
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Assert.False(WbDrawDispatcher.TryResolveCachedGroup(cached, out _));
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Assert.False(WbDrawDispatcher.TryResolveCachedGroup(
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cached with { Group = null },
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out _));
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}
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[Fact]
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public void FramePrune_RetiresOnlyGroupsAbsentForWholePreviousFrame()
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{
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GroupKey liveKey = MakeKey(0xAA);
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GroupKey retiredKey = MakeKey(0xBB);
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var live = new WbDrawDispatcher.InstanceGroup
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{
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Registration = 11,
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LastUsedFrame = 9,
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};
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live.Matrices.Add(Matrix4x4.Identity);
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var retired = new WbDrawDispatcher.InstanceGroup
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{
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Registration = 12,
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LastUsedFrame = 8,
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};
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retired.Matrices.Capacity = 64;
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var groups = new Dictionary<GroupKey, WbDrawDispatcher.InstanceGroup>
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{
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[liveKey] = live,
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[retiredKey] = retired,
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};
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var retiredKeys = new List<GroupKey>();
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var staleCache = new CachedBatch(
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retiredKey,
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retiredKey.BindlessTextureHandle,
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Matrix4x4.Identity,
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Group: retired,
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GroupRegistration: retired.Registration);
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int retiredCount = WbDrawDispatcher.PruneInstanceGroupsUnusedBeforeFrame(
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groups,
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retiredKeys,
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oldestLiveFrame: 9);
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Assert.Equal(1, retiredCount);
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Assert.Single(groups);
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Assert.Same(live, groups[liveKey]);
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Assert.Single(live.Matrices);
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Assert.Equal(11, live.Registration);
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Assert.Equal(0, retired.Registration);
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Assert.Equal(0, retired.Matrices.Capacity);
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Assert.False(WbDrawDispatcher.TryResolveCachedGroup(staleCache, out _));
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Assert.Empty(retiredKeys);
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}
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[Fact]
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public void FramePrune_KeepsGroupsUsedByDifferentDrawScopesInSameFrame()
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{
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GroupKey landscapeKey = MakeKey(0xAA);
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GroupKey paperdollKey = MakeKey(0xBB);
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var landscape = new WbDrawDispatcher.InstanceGroup
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{
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Registration = 21,
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LastUsedFrame = 14,
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};
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var paperdoll = new WbDrawDispatcher.InstanceGroup
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{
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Registration = 22,
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LastUsedFrame = 14,
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};
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var groups = new Dictionary<GroupKey, WbDrawDispatcher.InstanceGroup>
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{
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[landscapeKey] = landscape,
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[paperdollKey] = paperdoll,
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};
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int retiredCount = WbDrawDispatcher.PruneInstanceGroupsUnusedBeforeFrame(
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groups,
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[],
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oldestLiveFrame: 14);
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Assert.Equal(0, retiredCount);
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Assert.Equal(2, groups.Count);
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Assert.Equal(21, landscape.Registration);
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Assert.Equal(22, paperdoll.Registration);
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}
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private static GroupKey MakeKey(ulong textureHandle) => new(
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FirstIndex: 0,
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BaseVertex: 0,
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IndexCount: 6,
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BindlessTextureHandle: textureHandle,
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TextureLayer: 0,
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Translucency: TranslucencyKind.Opaque);
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private static WbDrawDispatcher.InstanceGroup MakeGroup(
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TranslucencyKind translucency,
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int instanceCount,
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Vector3 firstPosition)
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{
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var group = new WbDrawDispatcher.InstanceGroup { Translucency = translucency };
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for (int i = 0; i < instanceCount; i++)
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group.Matrices.Add(Matrix4x4.CreateTranslation(firstPosition + new Vector3(i, 0f, 0f)));
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return group;
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}
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// #193 (regression from #188, 2026-07-09): WbDrawDispatcher's InstanceGroup holds
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// seven per-instance parallel lists — Matrices, LocalSortCenters, Slots,
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// LightSets, IndoorFlags, Opacities, SelectionLighting — appended in lockstep
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// (one entry per drawn instance) every frame. The
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// per-frame reset must clear ALL of them. #188 added Opacities but left it out of
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// the inline clear loop, so it grew one float per instance per frame forever; as
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// List<float>'s backing array doubled it produced ~128 MB / ~512 MB LOH float[]
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// arrays and leaked ~1 GB/min -> OOM after ~50 min of play. This test pins that
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// every parallel list is reset, so a newly-added list can't silently drift again.
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[Fact]
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public void ClearPerInstanceData_ClearsEveryParallelPerInstanceList()
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{
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var grp = new WbDrawDispatcher.InstanceGroup();
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grp.Matrices.Add(Matrix4x4.Identity);
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grp.LocalSortCenters.Add(Vector3.Zero);
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grp.Slots.Add(1u);
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grp.LightSets.Add(WbDrawDispatcher.InstanceLightSet.Disabled);
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grp.IndoorFlags.Add(0u);
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grp.Opacities.Add(1.0f);
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grp.SelectionLighting.Add(new Vector2(0f, 1f));
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grp.ClearPerInstanceData();
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Assert.Empty(grp.Matrices);
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Assert.Empty(grp.LocalSortCenters);
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Assert.Empty(grp.Slots);
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Assert.Empty(grp.LightSets);
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Assert.Empty(grp.IndoorFlags);
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Assert.Empty(grp.Opacities); // #193 — the list that leaked
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Assert.Empty(grp.SelectionLighting);
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}
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}
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