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

@ -58,9 +58,11 @@ namespace AcDream.App.Rendering.Wb {
if (emitter.HwGfxObjId.DataId != 0) {
_meshManager.IncrementRefCount(emitter.HwGfxObjId.DataId);
_meshManager.PrepareMeshDataAsync(emitter.HwGfxObjId.DataId, isSetup: false);
}
if (emitter.GfxObjId.DataId != 0 && emitter.GfxObjId.DataId != emitter.HwGfxObjId.DataId) {
_meshManager.IncrementRefCount(emitter.GfxObjId.DataId);
_meshManager.PrepareMeshDataAsync(emitter.GfxObjId.DataId, isSetup: false);
}
}
@ -69,10 +71,12 @@ namespace AcDream.App.Rendering.Wb {
if (_gfxRenderData == null) {
var gfxId = _emitter.HwGfxObjId.DataId != 0 ? _emitter.HwGfxObjId.DataId : _emitter.GfxObjId.DataId;
if (gfxId != 0) {
_meshManager.PrepareMeshDataAsync(gfxId, isSetup: false);
_gfxRenderData = _meshManager.TryGetRenderData(gfxId);
}
}
if (_textureRenderData == null && _emitter.GfxObjId.DataId != 0) {
_meshManager.PrepareMeshDataAsync(_emitter.GfxObjId.DataId, isSetup: false);
_textureRenderData = _meshManager.TryGetRenderData(_emitter.GfxObjId.DataId);
}