Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).
18 files extracted (all namespace-changed; no algorithm changes):
OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
EmbeddedResourceReader.
3 internals promoted to public (O-D9):
EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.
SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.
TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).
T3/T4 boundary interims:
- WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
(T4 will swap it when ObjectMeshManager is extracted).
- OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
new type to the WB-original ctor before T4).
- ManagedGLTextureArray uses our TextureHelpers via explicit alias.
- IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
namespace (unusual packaging); resolved via type alias.
- AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
(IUniformBuffer + other Chorizite.Core types now used directly in App).
Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
83 lines
3.5 KiB
C#
83 lines
3.5 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace AcDream.App.Rendering.Wb {
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/// <summary>
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/// Resource types for GPU memory tracking.
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/// </summary>
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public enum GpuResourceType {
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Texture,
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Buffer,
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Shader,
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VAO,
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FBO,
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RBO,
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Other
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}
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/// <summary>
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/// Details about a GPU resource type.
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/// </summary>
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public record GpuResourceDetails(GpuResourceType Type, int Count, long Bytes);
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/// <summary>
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/// Details about a specific named buffer.
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/// </summary>
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public record NamedBufferDetails(string Name, long CapacityBytes, long UsedBytes);
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/// <summary>
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/// Tracks manual VRAM allocations for buffers and textures.
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/// </summary>
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public static class GpuMemoryTracker {
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private static long _allocatedBytes;
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private static readonly long[] _allocatedBytesByType = new long[Enum.GetValues<GpuResourceType>().Length];
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private static readonly int[] _resourceCountsByType = new int[Enum.GetValues<GpuResourceType>().Length];
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private static readonly ConcurrentDictionary<string, NamedBufferDetails> _namedBuffers = new();
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public static long AllocatedBytes => Interlocked.Read(ref _allocatedBytes);
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public static int VaoCount => _resourceCountsByType[(int)GpuResourceType.VAO];
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public static int ShaderCount => _resourceCountsByType[(int)GpuResourceType.Shader];
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public static int BufferCount => _resourceCountsByType[(int)GpuResourceType.Buffer];
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public static int TextureCount => _resourceCountsByType[(int)GpuResourceType.Texture];
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public static int FboCount => _resourceCountsByType[(int)GpuResourceType.FBO];
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public static int RboCount => _resourceCountsByType[(int)GpuResourceType.RBO];
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public static void TrackAllocation(long sizeInBytes, GpuResourceType type = GpuResourceType.Other) {
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Interlocked.Add(ref _allocatedBytes, sizeInBytes);
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Interlocked.Add(ref _allocatedBytesByType[(int)type], sizeInBytes);
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}
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public static void TrackDeallocation(long sizeInBytes, GpuResourceType type = GpuResourceType.Other) {
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Interlocked.Add(ref _allocatedBytes, -sizeInBytes);
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Interlocked.Add(ref _allocatedBytesByType[(int)type], -sizeInBytes);
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}
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public static void TrackResourceAllocation(GpuResourceType type) => Interlocked.Increment(ref _resourceCountsByType[(int)type]);
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public static void TrackResourceDeallocation(GpuResourceType type) => Interlocked.Decrement(ref _resourceCountsByType[(int)type]);
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public static void TrackNamedBuffer(string name, long capacityBytes, long usedBytes) {
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_namedBuffers[name] = new NamedBufferDetails(name, capacityBytes, usedBytes);
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}
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public static void UntrackNamedBuffer(string name) {
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_namedBuffers.TryRemove(name, out _);
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}
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public static IEnumerable<NamedBufferDetails> GetNamedBufferDetails() => _namedBuffers.Values.OrderBy(b => b.Name);
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public static IEnumerable<GpuResourceDetails> GetDetails() {
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var types = Enum.GetValues<GpuResourceType>();
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foreach (var type in types) {
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yield return new GpuResourceDetails(
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type,
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_resourceCountsByType[(int)type],
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Interlocked.Read(ref _allocatedBytesByType[(int)type])
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);
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}
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}
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}
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}
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