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

@ -1,5 +1,6 @@
using AcDream.Core.Items;
using AcDream.Core.Textures;
using AcDream.Content;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
@ -38,11 +39,11 @@ public sealed class PaperdollClickMap
/// and decodes the resulting RenderSurface for exact per-pixel sampling.
/// The caller owns synchronization around <paramref name="dats"/>.
/// </summary>
public static PaperdollClickMap? Load(DatCollection dats)
public static PaperdollClickMap? Load(IDatReaderWriter dats)
{
ArgumentNullException.ThrowIfNull(dats);
uint masterDid = (uint)dats.Portal.Header.MasterMapId;
uint masterDid = (uint)dats.Portal.Db.Header.MasterMapId;
if (masterDid == 0
|| !dats.Portal.TryGet<EnumIDMap>(masterDid, out var master)
|| master is null