render: widen the content-store count caps now that byte budgets bound VRAM
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1 changed files with 13 additions and 8 deletions
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@ -186,16 +186,17 @@ void RetireGuestTexture(const GuestTexture& t, uint64_t submission) {
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// reuse) is just different keys, so both states of any transition stay
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// resident and no rebind can ever serve another binding's art.
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std::atomic<uint64_t> g_store_evicted{0};
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constexpr size_t kTexStoreCap = 6144;
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constexpr size_t kTexStoreCap = 12288;
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uint32_t SwapU32(uint32_t v); // defined with the decode helpers below
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// (kTexStoreCap sizing: dense areas with the extended draw distance hold a
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// ~3000-4000 entry live working set, so the previous 3072 cap kept the
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// eviction latch cycling and re-decoding mip states the player was about
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// to face again - re-promoted content resolved visibly late. Entries no
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// longer retain their staging buffers, so 6144 costs the VRAM the old
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// 3072 did.)
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// ~3000-4000 entry live working set, and a map switch stacks two working
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// sets; a 6144 cap kept the eviction latch cycling every ~20 s in dense
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// areas, re-decoding content the player was about to face again (visible
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// pop-in / late resolves). The count cap is a wide entry-bloat backstop
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// now: the byte budget (skate3_native_render_scene_tex_store_mb) is the
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// real VRAM bound and engages first on texture-heavy content.)
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// Seqlock-stable read of a texture object's six fetch words, guest -> host
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// order. The streamer rewrites the words word-by-word on its own thread; a
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@ -260,7 +261,7 @@ void UpdateEvictFpsEstimate(uint64_t frame_number) {
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// working set exceeds the cap parks over it instead of thrash-evicting
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// live content into a re-decode loop.
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constexpr size_t kTexEvictPerFrame = 64;
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constexpr double kTexEvictMinIdleSeconds = 20.0;
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constexpr double kTexEvictMinIdleSeconds = 45.0;
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// Byte-budget layer over the count caps: the caps above bound ENTRY counts,
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// but per-entry sizes differ per map, and after a map switch the union of
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@ -414,7 +415,11 @@ void EvictTexStore(uint64_t frame_number, uint64_t submission) {
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// meshes the player has not seen yet; evicting them defeats the prewarm
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// and turns panning into a re-decode churn loop); an evicted mesh
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// re-decodes on the workers like any first sight.
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constexpr size_t kMeshStoreCap = 6144;
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// (Cap sizing: dense maps prewarm ~21k meshes at ~13 KB average, ~280 MB
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// total - a 6144 cap forced the whole prewarm through a churn funnel for
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// trivial VRAM. The count cap is an entry backstop; the byte budget
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// (skate3_native_render_scene_mesh_store_mb) is the VRAM bound.)
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constexpr size_t kMeshStoreCap = 24576;
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constexpr size_t kMeshEvictPerFrame = 64;
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constexpr double kMeshEvictMinIdleSeconds = 90.0;
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