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>
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225 changed files with 29107 additions and 3914 deletions
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@ -6,6 +6,7 @@ using AcDream.Core.Meshing;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using DatReaderWriter;
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using AcDream.Content;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using Silk.NET.OpenGL;
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@ -45,7 +46,7 @@ namespace AcDream.App.Rendering.Sky;
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public sealed unsafe class SkyRenderer : IDisposable
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{
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private readonly GL _gl;
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private readonly DatCollection _dats;
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private readonly IDatReaderWriter _dats;
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private readonly Shader _shader;
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private readonly TextureCache _textures;
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private readonly SamplerCache _samplers;
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@ -62,7 +63,7 @@ public sealed unsafe class SkyRenderer : IDisposable
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public float Near { get; set; } = 0.1f;
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public float Far { get; set; } = 1_000_000f;
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public SkyRenderer(GL gl, DatCollection dats, Shader shader, TextureCache textures, SamplerCache samplers)
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public SkyRenderer(GL gl, IDatReaderWriter dats, Shader shader, TextureCache textures, SamplerCache samplers)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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