acdream/src/AcDream.App/Rendering/Packs
Erik ad69558908 fix #429: allocation-free shadow topology rebuild + churn-frame pipelining
The directional-shadow topology rebuilt on every streaming-churn frame
and was the measured body of the run-hitch stalls (701 of 708 baseline
stalls alloc-correlated):

- The draw sort comparer's enum-vs-enum CompareTo bound to
  Enum.CompareTo(object) and boxed BOTH operands on every comparison —
  a constant ~38.9 MB of garbage per topology rebuild (~4M boxes),
  handing the GC a forced gen0 collection mid-frame. The full ~100k-draw
  sort is replaced outright: draws hash-group by exact DrawKey in one
  O(n) pass over retained chained-index arrays, and only the
  few-thousand DISTINCT group keys sort (order-preserving packed
  material|cull|firstIndex|baseVertex + count|slot|layer|foliage keys,
  first-appearance tie-break) — bit-identical emission order to the old
  stable sort, near-zero allocation, and no per-draw comparisons at all.
- The caster frame sorts 4-byte indices keyed on SortKey.Value instead
  of shuffling multi-hundred-byte records through a boxing comparer.
- Owner-approved pipelining: on a frame whose shadow inputs just changed
  (the same frame already paying frame-view/landscape rebuilds), the
  caster-frame and prepared-draws topology rebuilds defer to the next
  quieter frame, capped at two consecutive deferrals — inside the GPU
  fence depth, so retained draws never reference a released arena range.
  First build, generation change, caster BuildSequence change, and
  journal overflow force the immediate path; deferred refreshes skip
  identity-mismatched journal rows.

Owner-accepted in both presentation modes: stall frames 5.8/s -> ~0.45/s
uncapped (0.49/s capped), median stall 20.3 -> 13.7 ms, >25 ms frames
near zero, 275 fps uncapped baseline restored. Allocation gate: a warmed
topology rebuild must allocate <2 KiB (DirectionalShadowPreparedDrawTests).
docs/ISSUES.md carries the full evidence trail; the residual
content-proportional rebuild milliseconds are filed as the
incremental-topology successor, and the pre-existing town-view scaling
latch is filed as #432.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 09:16:58 +02:00
..
AtmosphericAutoQualityController.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
AtmosphericColorPipeline.cs fix(render): VM3 review fixes - pin the filmic decodes, re-derive vignette for linear, name the authored sun colour 2026-08-22 23:40:48 +02:00
AtmosphericCpuStageProfiler.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
AtmosphericFrameInputs.cs fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
AtmosphericGpuTimerSampling.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
AtmosphericPostProcessGraph.cs fix #429: allocation-free shadow topology rebuild + churn-frame pipelining 2026-08-24 09:16:58 +02:00
AuthoredCelestialShadowSource.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
BuiltInAtmosphericRenderPack.cs fix(render): foliage wind keys on the DAT-classified WeatherKind, not the day-group index (Campaign VM VM6) 2026-08-23 01:07:54 +02:00
DeclaredFullscreenRenderPackGraph.cs fix #425: pack resident budget is a 1080p ceiling that scales with pixel count; an explicit Apply retries a failed selection 2026-08-23 10:00:11 +02:00
FoliageWindModel.cs fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
RenderPackAtmospherePolicyEvaluation.cs fix(render): foliage wind keys on the DAT-classified WeatherKind, not the day-group index (Campaign VM VM6) 2026-08-23 01:07:54 +02:00
RenderPackCapabilityResolver.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackCatalogSource.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackController.cs fix #425: pack resident budget is a 1080p ceiling that scales with pixel count; an explicit Apply retries a failed selection 2026-08-23 10:00:11 +02:00
RenderPackDiagnostics.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackPerformanceWindow.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackPreparationScheduler.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackReceiverPipelineCoordinator.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackResidentBudget.cs fix #425: pack resident budget is a 1080p ceiling that scales with pixel count; an explicit Apply retries a failed selection 2026-08-23 10:00:11 +02:00
RenderPackResourceBudgetPlanner.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackSelectionBinding.cs fix #425: pack resident budget is a 1080p ceiling that scales with pixel count; an explicit Apply retries a failed selection 2026-08-23 10:00:11 +02:00
RenderPackSettingResolution.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackShaderAssets.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackTextureBindingResolver.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RenderPackValidation.cs fix(render): foliage wind keys on the DAT-classified WeatherKind, not the day-group index (Campaign VM VM6) 2026-08-23 01:07:54 +02:00
VolumetricShaftRenderer.cs feat(render): shader ABI v2 - AtmosphericFrame gains clock/wind blocks; caster pass binds it (Campaign VM VM6a) 2026-08-23 00:30:02 +02:00