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

@ -6,6 +6,7 @@ using AcDream.Core.Meshing;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using DatReaderWriter;
using AcDream.Content;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
@ -45,7 +46,7 @@ namespace AcDream.App.Rendering.Sky;
public sealed unsafe class SkyRenderer : IDisposable
{
private readonly GL _gl;
private readonly DatCollection _dats;
private readonly IDatReaderWriter _dats;
private readonly Shader _shader;
private readonly TextureCache _textures;
private readonly SamplerCache _samplers;
@ -62,7 +63,7 @@ public sealed unsafe class SkyRenderer : IDisposable
public float Near { get; set; } = 0.1f;
public float Far { get; set; } = 1_000_000f;
public SkyRenderer(GL gl, DatCollection dats, Shader shader, TextureCache textures, SamplerCache samplers)
public SkyRenderer(GL gl, IDatReaderWriter dats, Shader shader, TextureCache textures, SamplerCache samplers)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
_dats = dats ?? throw new ArgumentNullException(nameof(dats));