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

@ -23,5 +23,14 @@ public sealed class AcSurfaceMetadataTable
public bool TryLookup(ulong gfxObjId, int surfaceIdx, out AcSurfaceMetadata meta)
=> _table.TryGetValue((gfxObjId, surfaceIdx), out meta!);
public void Remove(ulong gfxObjId)
{
foreach ((ulong Id, int SurfaceIndex) key in _table.Keys)
{
if (key.Id == gfxObjId)
_table.TryRemove(key, out _);
}
}
public void Clear() => _table.Clear();
}