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

@ -1,6 +1,7 @@
using AcDream.App.UI;
using AcDream.Core.Textures;
using DatReaderWriter;
using AcDream.Content;
using DatReaderWriter.DBObjs;
using Silk.NET.Core;
using Silk.NET.Input;
@ -10,7 +11,7 @@ namespace AcDream.App.Rendering;
/// <summary>Applies retail cursor feedback to Silk using dat MediaDescCursor art when available.</summary>
public sealed class RetailCursorManager
{
private readonly DatCollection _dats;
private readonly IDatReaderWriter _dats;
private readonly object _datLock;
private readonly RetailCursorResolver _globalCursors;
private readonly Dictionary<uint, RawImage> _imagesBySurface = new();
@ -22,7 +23,7 @@ public sealed class RetailCursorManager
private UiCursorMedia _lastAppliedCursor;
private StandardCursor? _lastStandardCursor;
public RetailCursorManager(DatCollection dats, object datLock)
public RetailCursorManager(IDatReaderWriter dats, object datLock)
{
_dats = dats;
_datLock = datLock;