rnd(M03): extract render budget scheduler
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@@ -903,6 +903,22 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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- Cache versions, quality profiles, queue priority and visible rendering rules
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are unchanged by the extraction.
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## 2026-07-16 RenderBudgetScheduler Extraction
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- The scene-free `RenderBudgetScheduler` now owns the per-frame counters for 16
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named renderer operation lanes. It owns no queue, task, cache, Node or RID.
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- `StreamingWorldLoader` snapshots its existing exported limits once per process
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frame and asks for a boolean permit immediately before each historically
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budgeted operation.
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- Chunk removals and creations intentionally share one `chunk_geometry` lane;
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the existing removal-first drain order and combined limit are preserved.
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- Loader teardown cancels permit issuance before waiting for asynchronous work.
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Existing worker/result staleness checks and resource cleanup remain unchanged.
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- Asset-free contracts cover exact bounds, independent/shared lanes, frame reset,
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invalid inputs, terminal cancellation, detached diagnostics and hot-path timing.
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- Defaults, quality presets, queue order, cache versions and visible rendering
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rules are unchanged. Asset-backed p95/p99 comparison remains required.
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## Practical Rule For Future Work
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If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
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