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perf(wgpu): eliminate per-frame allocations in shadow pass (#684)
* perf(wgpu): eliminate per-frame allocations in shadow pass The shadow render target itself was already persistent across frames (early-return guard in `ensure_shadow_resources_impl`), and `shadow_pass` phase timing is wired through `frame_timing::record_phase`. What remained were two heap allocations inside `execute_shadow_pass` that scaled with shadow caster count and ran every frame: - `Vec<u32>` of shadow uniform offsets (~5 KB at 1.4k casters) - `FxHashSet<ShaderHandle>` used to dedupe per-shader buffer growth Both now reuse scratch buffers on `WgpuBackend` via the same mem::take/return pattern already used by `scratch_shadow_pipeline_keys`. Add 6 unit tests covering the persistence guard, size-change recreation, requested-size-zero clamping, offset/slot computation correctness for the 1.4k caster repro, and shadow uniform buffer power-of-two growth stabilization. These lock in the existing invariants that hide the originally suspected per-frame target re-allocation bug. Refs #677 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> * test(wgpu): split shadow_pass tests into sibling file CI flagged shadow_pass.rs at 550 lines, over the 500-line cap from scripts/check-rs-line-limit.sh. Move the 6 pure-logic regression tests into shadow_pass_tests.rs and gate it with #[cfg(test)] in mod.rs. shadow_pass.rs is back to 447 lines; tests still pass with the same names so CI history stays continuous. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
1 parent 2c3021e commit 8e9795e

7 files changed

Lines changed: 137 additions & 6 deletions

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goud_engine/src/libs/graphics/backend/wgpu_backend/init.rs

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@@ -305,6 +305,8 @@ impl WgpuBackend {
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readback_requested: false,
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scratch_pipeline_keys: Vec::new(),
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scratch_shadow_pipeline_keys: Vec::new(),
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scratch_shadow_offsets: Vec::new(),
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scratch_shadow_grown_shaders: rustc_hash::FxHashSet::default(),
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})
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}
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goud_engine/src/libs/graphics/backend/wgpu_backend/mod.rs

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@@ -38,6 +38,8 @@ mod sdl_init;
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pub(crate) mod sdl_surface;
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mod shader;
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mod shadow_pass;
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#[cfg(test)]
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mod shadow_pass_tests;
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#[cfg(feature = "switch-vulkan")]
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mod switch_init;
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#[cfg(feature = "switch-vulkan")]
@@ -189,6 +191,12 @@ pub struct WgpuBackend {
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scratch_pipeline_keys: Vec<PipelineKey>,
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/// Scratch buffer reused each frame to collect shadow-pass pipeline keys.
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scratch_shadow_pipeline_keys: Vec<PipelineKey>,
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/// Scratch buffer reused each frame for shadow uniform offsets.
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/// With ~1.4k shadow casters per frame this avoids a 5KB+ Vec<u32> alloc.
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scratch_shadow_offsets: Vec<u32>,
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/// Scratch set reused each frame to dedupe shadow uniform-buffer growth
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/// per shader, avoiding a per-frame FxHashSet allocation.
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scratch_shadow_grown_shaders: rustc_hash::FxHashSet<ShaderHandle>,
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}
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// SAFETY: wgpu Device and Queue are Send+Sync. Surface is Send.

goud_engine/src/libs/graphics/backend/wgpu_backend/sdl_init.rs

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@@ -318,6 +318,8 @@ impl WgpuBackend {
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readback_requested: false,
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scratch_pipeline_keys: Vec::new(),
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scratch_shadow_pipeline_keys: Vec::new(),
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scratch_shadow_offsets: Vec::new(),
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scratch_shadow_grown_shaders: rustc_hash::FxHashSet::default(),
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})
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}
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}

goud_engine/src/libs/graphics/backend/wgpu_backend/shadow_pass.rs

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@@ -301,12 +301,18 @@ impl WgpuBackend {
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(snap + shadow_align - 1) & !(shadow_align - 1)
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};
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let shadow_total = self.shadow_draw_commands.len() * shadow_slot_size;
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let shadow_offsets: Vec<u32> = (0..self.shadow_draw_commands.len())
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.map(|i| (i * shadow_slot_size) as u32)
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.collect();
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// Grow uniform buffers if needed (deduplicate by shader to avoid redundant recreation).
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let mut grown_shaders = rustc_hash::FxHashSet::default();
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// Reuse scratch buffer to avoid a per-frame Vec<u32> allocation that
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// scales with shadow caster count (5KB+ for 1.4k casters).
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let mut shadow_offsets = std::mem::take(&mut self.scratch_shadow_offsets);
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shadow_offsets.clear();
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shadow_offsets
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.extend((0..self.shadow_draw_commands.len()).map(|i| (i * shadow_slot_size) as u32));
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// Reuse scratch set to dedupe shadow uniform buffer growth per shader,
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// avoiding a per-frame FxHashSet allocation.
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let mut grown_shaders = std::mem::take(&mut self.scratch_shadow_grown_shaders);
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grown_shaders.clear();
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for cmd in &self.shadow_draw_commands {
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if grown_shaders.contains(&cmd.shader) {
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continue;
@@ -337,6 +343,7 @@ impl WgpuBackend {
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grown_shaders.insert(cmd.shader);
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}
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}
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self.scratch_shadow_grown_shaders = grown_shaders;
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// Write shadow uniform data to GPU.
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for (i, cmd) in self.shadow_draw_commands.iter().enumerate() {
@@ -433,7 +440,8 @@ impl WgpuBackend {
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}
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}
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self.shadow_draw_commands.clear();
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// Return the scratch Vec so it is reused next frame.
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// Return scratch buffers so they are reused next frame.
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self.scratch_shadow_pipeline_keys = shadow_keys;
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self.scratch_shadow_offsets = shadow_offsets;
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}
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}
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@@ -0,0 +1,107 @@
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//! Pure-logic regression tests for the shadow pass invariants in `shadow_pass.rs`.
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//!
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//! Kept in a sibling file so `shadow_pass.rs` stays under the 500-line limit
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//! enforced by `scripts/check-rs-line-limit.sh`. The helpers below mirror the
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//! production guards / arithmetic; if either drifts, these tests will catch it.
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#![cfg(test)]
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/// Models the early-return guard in `ensure_shadow_resources_impl`. The real
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/// implementation needs a wgpu Device which is not available in unit tests,
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/// so the rule is encoded as a pure function and exercised here. Regression
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/// cover for issue #677: the shadow render target must NOT be re-allocated
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/// when the requested size matches the cached size.
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fn shadow_resources_should_recreate(
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cached_size: u32,
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requested_size: u32,
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cached_present: bool,
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) -> bool {
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let size = requested_size.max(1);
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!(cached_size == size && cached_present)
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}
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#[test]
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fn shadow_target_persists_across_frames_at_same_size() {
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// First call with no cached texture must create one.
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assert!(shadow_resources_should_recreate(0, 1024, false));
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// Second call at the same size with a cached texture must skip work.
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assert!(!shadow_resources_should_recreate(1024, 1024, true));
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// Third call at the same size still reuses the existing texture.
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assert!(!shadow_resources_should_recreate(1024, 1024, true));
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}
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#[test]
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fn shadow_target_recreates_when_size_changes() {
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// Resizing the shadow map must invalidate the cached texture.
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assert!(shadow_resources_should_recreate(512, 1024, true));
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assert!(shadow_resources_should_recreate(1024, 2048, true));
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}
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#[test]
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fn shadow_target_recreates_when_cache_was_dropped() {
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// If the cached handle is missing, recreate even at the same size.
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assert!(shadow_resources_should_recreate(1024, 1024, false));
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}
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#[test]
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fn requested_size_zero_is_clamped_to_one() {
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// size.max(1) means a request for size 0 lands on size 1 and stays
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// cached; a follow-up request for 1 must NOT trigger recreation.
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assert!(shadow_resources_should_recreate(0, 0, false));
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assert!(!shadow_resources_should_recreate(1, 1, true));
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assert!(!shadow_resources_should_recreate(1, 0, true));
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}
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/// Models the offset/slot computation used by `execute_shadow_pass`.
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/// Verifies that `scratch_shadow_offsets` produces the same byte offsets
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/// the pre-scratch code path produced via `Vec<u32>::collect`.
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fn compute_shadow_offsets(num_commands: usize, slot_size: usize) -> Vec<u32> {
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(0..num_commands).map(|i| (i * slot_size) as u32).collect()
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}
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#[test]
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fn shadow_offsets_are_aligned_and_monotonic() {
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// Simulate a uniform-buffer-offset alignment of 256 bytes (Metal/D3D
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// common limit) and 1.4k shadow casters from the throne_ge repro.
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let slot_size = 256usize;
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let offsets = compute_shadow_offsets(1400, slot_size);
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assert_eq!(offsets.len(), 1400);
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assert_eq!(offsets[0], 0);
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assert_eq!(offsets[1], 256);
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assert_eq!(offsets[1399], 1399 * 256);
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for i in 0..offsets.len() {
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assert_eq!(offsets[i] as usize % slot_size, 0);
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if i > 0 {
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assert!(offsets[i] > offsets[i - 1]);
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}
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}
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}
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/// Verifies the shadow uniform buffer growth uses next_power_of_two so it
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/// stabilizes after the first few frames at peak draw count, matching the
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/// main pass invariant guarded by `uniform_buffer_growth_is_power_of_two`.
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#[test]
84+
fn shadow_uniform_buffer_growth_stabilizes() {
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let slot_size = 256usize;
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let mut buffer_size = slot_size as u64;
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let mut realloc_count = 0u32;
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// Simulate per-frame shadow caster counts oscillating around 1.4k.
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let counts = [1200, 1400, 1300, 1450, 1380, 1400, 1410, 1395, 1402, 1450];
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for &count in &counts {
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let total = count * slot_size;
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if total > buffer_size as usize {
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buffer_size = (total.next_power_of_two().max(slot_size)) as u64;
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realloc_count += 1;
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}
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}
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// 1450 * 256 = 371_200 → next_power_of_two = 524_288.
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assert_eq!(buffer_size, 524_288);
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assert!(buffer_size.is_power_of_two());
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// After at most 2 reallocations the buffer must stop growing.
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assert!(
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realloc_count <= 2,
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"shadow uniform buffer kept growing: {realloc_count} reallocations"
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);
107+
}

goud_engine/src/libs/graphics/backend/wgpu_backend/switch_init.rs

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@@ -318,6 +318,8 @@ impl WgpuBackend {
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readback_requested: false,
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scratch_pipeline_keys: Vec::new(),
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scratch_shadow_pipeline_keys: Vec::new(),
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scratch_shadow_offsets: Vec::new(),
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scratch_shadow_grown_shaders: rustc_hash::FxHashSet::default(),
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})
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}
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}

goud_engine/src/libs/graphics/backend/wgpu_backend/xbox_init.rs

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@@ -318,6 +318,8 @@ impl WgpuBackend {
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readback_requested: false,
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scratch_pipeline_keys: Vec::new(),
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scratch_shadow_pipeline_keys: Vec::new(),
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scratch_shadow_offsets: Vec::new(),
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scratch_shadow_grown_shaders: rustc_hash::FxHashSet::default(),
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})
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}
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}

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