render: widen the content-store count caps now that byte budgets bound VRAM

This commit is contained in:
mchughalex 2026-07-21 10:34:23 +01:00
parent 6a52dcad6e
commit 9fb6e5505f

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