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

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.Content;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
@ -89,7 +90,7 @@ public sealed class UiDatFont
/// path the D.2b chrome sprites use). Returns null if the Font DBObj is
/// missing — callers fall back to the debug bitmap font.
/// </summary>
public static UiDatFont? Load(DatCollection dats, TextureCache cache, uint fontId = DefaultFontId)
public static UiDatFont? Load(IDatReaderWriter dats, TextureCache cache, uint fontId = DefaultFontId)
{
ArgumentNullException.ThrowIfNull(dats);
ArgumentNullException.ThrowIfNull(cache);