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

@ -1,4 +1,5 @@
using System.Numerics;
using AcDream.Content;
using DatReaderWriter;
namespace AcDream.App.UI.Layout;
@ -33,7 +34,7 @@ public readonly record struct SpellbookRowStyle(
/// Returns null if the authored prototype is incomplete; callers then leave the
/// panel unbound rather than inventing replacement art.
/// </summary>
public static SpellbookRowStyle? TryLoad(DatCollection dats)
public static SpellbookRowStyle? TryLoad(IDatReaderWriter dats)
{
ArgumentNullException.ThrowIfNull(dats);
ElementInfo? prototype = LayoutImporter.ImportInfos(dats, CatalogLayoutId, PrototypeId);