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>
60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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public sealed class ViewconeCullerReuseTests
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{
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[Fact]
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public void ReusedCuller_ReplacesPriorCellAndOutsideState()
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{
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const uint firstCell = 0xA9B40100;
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const uint secondCell = 0xA9B40101;
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var clipFrame = ClipFrame.NoClip();
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var assemblyScratch = new ClipFrameAssembly();
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var culler = new ViewconeCuller();
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var first = Frame(firstCell, includeOutside: true);
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ClipFrameAssembly firstAssembly = ClipFrameAssembler.Assemble(
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clipFrame,
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first,
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assemblyScratch);
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Assert.Same(culler, ViewconeCuller.Build(firstAssembly, Matrix4x4.Identity, culler));
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Assert.True(culler.SphereVisibleInCell(firstCell, Vector3.Zero, 0f));
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Assert.True(culler.SphereVisibleOutside(Vector3.Zero, 0f));
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var second = Frame(secondCell, includeOutside: false);
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ClipFrameAssembly secondAssembly = ClipFrameAssembler.Assemble(
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clipFrame,
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second,
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assemblyScratch);
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Assert.Same(culler, ViewconeCuller.Build(secondAssembly, Matrix4x4.Identity, culler));
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Assert.False(culler.SphereVisibleInCell(firstCell, Vector3.Zero, 0f));
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Assert.True(culler.SphereVisibleInCell(secondCell, Vector3.Zero, 0f));
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Assert.False(culler.SphereVisibleInCell(secondCell, new Vector3(2f, 0f, 0f), 0f));
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Assert.False(culler.SphereVisibleOutside(Vector3.Zero, 0f));
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}
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private static PortalVisibilityFrame Frame(uint cellId, bool includeOutside)
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{
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var result = new PortalVisibilityFrame();
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var cellView = new CellView();
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cellView.Add(Square(0.5f));
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result.CellViews.Add(cellId, cellView);
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result.OrderedVisibleCells.Add(cellId);
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if (includeOutside)
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result.OutsideView.Add(Square(0.5f));
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return result;
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}
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private static ViewPolygon Square(float half)
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=> new(new[]
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{
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new Vector2(-half, -half),
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new Vector2(half, -half),
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new Vector2(half, half),
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new Vector2(-half, half),
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});
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}
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