fix(rendering): bound portal resource lifetime

Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-18 21:35:16 +02:00
parent 3971997689
commit 749e8ceeb1
225 changed files with 29107 additions and 3914 deletions

View file

@ -0,0 +1,31 @@
using AcDream.App.Rendering.Wb;
namespace AcDream.App.Rendering;
/// <summary>
/// Balances one synthetic render owner's texture lifetime across replacement.
/// The next draw reacquires only the replacement entity's current materials.
/// </summary>
internal sealed class FixedEntityTextureOwnerLease : IDisposable
{
private readonly IEntityTextureLifetime _lifetime;
private readonly uint _ownerLocalId;
private bool _active;
public FixedEntityTextureOwnerLease(IEntityTextureLifetime lifetime, uint ownerLocalId)
{
_lifetime = lifetime ?? throw new ArgumentNullException(nameof(lifetime));
if (ownerLocalId == 0)
throw new ArgumentOutOfRangeException(nameof(ownerLocalId));
_ownerLocalId = ownerLocalId;
}
public void Replace(bool hasReplacement)
{
if (_active)
_lifetime.ReleaseOwner(_ownerLocalId);
_active = hasReplacement;
}
public void Dispose() => Replace(hasReplacement: false);
}