perf(compositor): reuse per-element rasters in-place — take-16 GC-churn fix
Slice 10 from today-slices (d1126dd): the paste cache minted a fresh raster array per new source frame (webcam ~30 keys/s ≈ 18MB/s LOH churn → gen2 pauses that ate camera frames). Fix: _elementRasters — re-rasterize INTO the element's existing array when geometry holds, so steady-state allocation ≈ 0. The paste cache keys on (array+epoch) still protect correctness; _elementRasters[element] tracks the element's current raster so stale keys can never paste a mid-update array. MaxPasteEntries 48→256 (was a leak guard, not an allocation stream). Regression test: PasteCache_RingRecycledSources_ReRasterInPlace_WithoutAllocationChurn. Build 0 warnings, 289 tests.
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@@ -25,8 +25,9 @@ public sealed class SceneCompositor
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// target rect" ⇒ same raster. Bounds-checked eviction clears wholesale.
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private sealed record PasteKey(byte[] Pixels, long Epoch, int SrcW, int SrcH, int DstW, int DstH, bool Round, bool Mirror);
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private static readonly Dictionary<PasteKey, VideoFrame> _pasteCache = new();
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private static readonly Dictionary<SceneElement, VideoFrame> _elementRasters = new(ReferenceEqualityComparer.Instance);
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private static readonly object _pasteGate = new();
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private const int MaxPasteEntries = 48;
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private const int MaxPasteEntries = 256;
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/// <summary>
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/// Composite <paramref name="scene"/> into the tier's output frame. Layer order (back →
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@@ -294,14 +295,26 @@ public sealed class SceneCompositor
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// Rasterize in ELEMENT space on a TRANSPARENT base: the sampler writes 255
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// alpha only where it actually draws, so untouched margins (outside the
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// round clip, past the UniformToFill edges) stay alpha 0 and the paste
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// reveals the master beneath instead of black.
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var pixels = new byte[dw * dh * 4];
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BlitContentRaw(pixels, dw, dh, 0, 0, ew, eh, frame, 1f, isRound, mirror);
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raster = new VideoFrame(dw, dh, pixels);
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// reveals the master beneath instead of black. The ARRAY is reused per
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// element (see _elementRasters note) — new source generations re-raster
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// in place, so the steady state allocates nothing.
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lock (_pasteGate)
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{
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if (_elementRasters.TryGetValue(element, out var existing)
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&& existing.Width == dw && existing.Height == dh)
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raster = existing;
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}
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if (raster == null) raster = new VideoFrame(dw, dh, new byte[dw * dh * 4]);
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Array.Clear(raster.BgraPixels);
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BlitContentRaw(raster.BgraPixels, dw, dh, 0, 0, ew, eh, frame, 1f, isRound, mirror);
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lock (_pasteGate)
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{
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// Only the SOURCE frame's identity is a real key owner; drop any older
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// entry that shared this element's reused raster so a stale key can never
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// paste a mid-update array.
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if (_pasteCache.Count >= MaxPasteEntries) _pasteCache.Clear();
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_pasteCache[key!] = raster;
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_elementRasters[element] = raster;
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}
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}
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@@ -254,6 +254,69 @@ public class SceneCompositorTests
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Assert.Equal(out2.BgraPixels, out3.BgraPixels);
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}
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/// <summary>take-16 regression gate — GC churn convicted mechanically: a ring-style
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/// producer hands out a small set of rotating arrays with a NEW EPOCH every frame
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/// (exactly what the capture/camera rings do). The compositor must re-rasterize INTO
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/// its reused per-element raster, so steady-state allocation per render is near zero.
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/// Before the fix every new cache key minted a fresh raster array (~625KB for the
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/// webcam at 30fps ≈ 18MB/s) — gen2 pauses followed, and they ate camera frames in
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/// the real app. The content assertion rides along: the pasted pixels must match the
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/// CURRENT ring generation, never a stale one.</summary>
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[Fact]
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public void PasteCache_RingRecycledSources_ReRasterInPlace_WithoutAllocationChurn()
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{
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const int SrcW = 640, SrcH = 360;
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var ring = new byte[4][];
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for (var s = 0; s < ring.Length; s++)
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{
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ring[s] = new byte[SrcW * SrcH * 4];
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for (var i = 0; i < ring[s].Length; i += 4)
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{
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ring[s][i] = 0; ring[s][i + 1] = 0;
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ring[s][i + 2] = (byte)(40 + s * 50);
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ring[s][i + 3] = 255;
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}
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}
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var background = new Source { Type = SourceType.DisplayCapture, IsBackground = true, CaptureKey = "monitor:0" };
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var webcam = new WebcamSceneConfig { X = 100, Y = 100, Width = 320, Height = 180 };
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var scene = new Scene { Name = "Live" };
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scene.Elements.Add(background);
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scene.Elements.Add(webcam);
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var options = new CompositorOptions
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{
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SourceRectX = 0, SourceRectY = 0, SourceRectWidth = 1280, SourceRectHeight = 720,
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OutputWidth = 1280, OutputHeight = 720,
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};
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var bg = Solid(1280, 720, 0, 255, 0);
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var compositor = new SceneCompositor();
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long epoch = 0;
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VideoFrame? FrameFor(SceneElement e) => e switch
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{
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WebcamSceneConfig => new VideoFrame(SrcW, SrcH, ring[epoch % ring.Length])
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{ IsOpaque = true, Epoch = ++epoch },
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_ => bg,
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};
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var scratch = new byte[1280 * 720 * 4];
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for (var i = 0; i < 8; i++) compositor.Render(scene, FrameFor, null, options, scratch: scratch);
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var before = GC.GetAllocatedBytesForCurrentThread();
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const int iterations = 200;
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VideoFrame? last = null;
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for (var i = 0; i < iterations; i++) last = compositor.Render(scene, FrameFor, null, options, scratch: scratch);
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var perFrame = (GC.GetAllocatedBytesForCurrentThread() - before) / (double)iterations;
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Assert.True(perFrame < 16 * 1024,
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$"compositor allocated {perFrame:F0} bytes/frame under a ring producer — raster reuse regressed");
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Assert.NotNull(last);
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AssertColor(last!, 260, 190, (byte)(40 + 3 * 50), 0, 0);
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AssertColor(last!, 5, 700, 0, 255, 0);
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}
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[Fact]
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public void Render_VerticalTier_Outputs_1080x1920_From_The_Center_Crop()
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{
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