Bound GPU backbuffer layer retention

This commit is contained in:
gamer147
2026-07-30 11:49:14 -04:00
parent 2ba0870967
commit 499e72d4bb
5 changed files with 84 additions and 30 deletions

View File

@@ -1057,19 +1057,22 @@ public partial class Main : Godot.Control
private void Recomposite()
{
bool gpuSnapshotCaptured = false;
bool preserveExistingPixels = false;
BackbufferPublicationPolicy publicationPolicy = default;
if (_useGpuBackend &&
TryRecompositeGpu(out gpuSnapshotCaptured, out preserveExistingPixels)) return;
TryRecompositeGpu(out gpuSnapshotCaptured, out publicationPolicy)) return;
_gpuRenderer.Visible = false;
_screenView.Visible = true;
RecompositeSoftware(
gpuSnapshotCaptured ? _visibleSnapshot : null, preserveExistingPixels);
gpuSnapshotCaptured ? _visibleSnapshot : null,
publicationPolicy.PreserveExistingPixels);
}
private bool TryRecompositeGpu(out bool snapshotCaptured, out bool preserveExistingPixels)
private bool TryRecompositeGpu(
out bool snapshotCaptured,
out BackbufferPublicationPolicy publicationPolicy)
{
snapshotCaptured = false;
preserveExistingPixels = false;
publicationPolicy = default;
// Preserve the existing high-volume object/timeline diagnostics exactly. They are debugging tools,
// not performance workloads, and their software decision strings remain the canonical evidence.
if (_gfxLogPath != null || _timeline != null) return false;
@@ -1077,7 +1080,7 @@ public partial class Main : Godot.Control
long phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
if (_host.TrySnapshotScreenTransition(out _)) return false; // P4: whole-screen offscreen targets
preserveExistingPixels =
publicationPolicy =
_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
snapshotCaptured = true;
_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
@@ -1101,7 +1104,7 @@ public partial class Main : Godot.Control
_perf?.RecordClear(PerformanceFrameLog.Timestamp() - phase);
int surfaceTextLabelIndex = 0;
_gpuRenderer.BeginFrame(preserveExistingPixels);
_gpuRenderer.BeginFrame(publicationPolicy.AppendGpuLayers);
foreach (var v in _visibleSnapshot)
{
_perf?.RecordObject(v.TimeVarying);
@@ -1275,8 +1278,8 @@ public partial class Main : Godot.Control
{
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
preserveExistingPixels =
_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
preserveExistingPixels = _host.SnapshotBackbufferObjects(
_vm.Gfx, _clock.NowMs, _visibleSnapshot).PreserveExistingPixels;
_perf?.RecordSnapshotAllocation(
PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
@@ -2433,18 +2436,42 @@ public partial class Main : Godot.Control
&& _windowOptions == WindowLaunchOptions.Resolve(
OS.GetCmdlineUserArgs(),
new Sys4LogicalCanvas(_screenWidth, _screenHeight));
var backbufferSnapshot = new List<RenderObject>();
_host.PresentFrame(_vm.Gfx);
BackbufferPublicationPolicy fullPolicy =
_host.SnapshotBackbufferObjects(
_vm.Gfx, _clock.NowMs, backbufferSnapshot);
bool backbufferPreservationOk =
fullPolicy
== new BackbufferPublicationPolicy(
PreserveExistingPixels: true,
AppendGpuLayers: backbufferSnapshot.Count == 0)
&& GodotAdvHost.ResolveBackbufferPublicationPolicy(
true, GfxHandleRange.All, 1)
== new BackbufferPublicationPolicy(true, false)
&& GodotAdvHost.ResolveBackbufferPublicationPolicy(
true, new GfxHandleRange(0, 60000), 1)
== new BackbufferPublicationPolicy(true, true);
_host.ClearRenderTarget(-1);
_host.PresentFrame(_vm.Gfx);
BackbufferPublicationPolicy clearedPolicy =
_host.SnapshotBackbufferObjects(
_vm.Gfx, _clock.NowMs, backbufferSnapshot);
backbufferPreservationOk &=
clearedPolicy == new BackbufferPublicationPolicy(false, false);
textEffectSmoke.QueueFree();
ok &= launcherOk && sleepMinimumOk && inputTranslationOk && cp932WavMetadataOk
&& firstRiffBoundaryOk
&& bgmReplacementCancelsFade && bgmOneShotModeOk && bgmLoopModeOk
&& bgmStopReleaseOk && textEffectModesOk && fontCalibrationOk
&& logicalCanvasOk;
&& logicalCanvasOk && backbufferPreservationOk;
if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling); " +
$"debug launcher catalog/UI smoke ({debugEntries.Count} packed scripts); " +
$"sleep-min=1ms; native-key-translation=ok; cp932-wav-info=ok; " +
$"first-riff-boundary=ok; " +
$"bgm-fade-replacement=ok; bgm-start-modes-stop=ok; " +
$"text-effect-modes=ok; font-calibration=ok; " +
$"backbuffer-preservation=ok; " +
$"logical-canvas={_screenWidth}x{_screenHeight}; " +
$"window-request={_windowOptions.Width}x{_windowOptions.Height}");
else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}; " +
@@ -2455,6 +2482,7 @@ public partial class Main : Godot.Control
$"bgm-one-shot={bgmOneShotModeOk}; bgm-loop={bgmLoopModeOk}; " +
$"bgm-stop-release={bgmStopReleaseOk}; " +
$"text-effect-modes={textEffectModesOk}; font-calibration={fontCalibrationOk}; " +
$"backbuffer-preservation={backbufferPreservationOk}; " +
$"logical-canvas={logicalCanvasOk}({_screenWidth}x{_screenHeight}); " +
$"window-request={_windowOptions.Width}x{_windowOptions.Height}");
GetTree().Quit(ok ? 0 : 1);