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 DatReaderWriter;
using DatReaderWriter.DBObjs;
using AcDream.Core.Content;
using DatReaderWriter.Enums;
namespace AcDream.Core.Meshing;
@ -66,7 +67,7 @@ public static class GfxObjDegradeResolver
/// this; tests use the callback overload below for easy fakes.
/// </summary>
public static bool TryResolveCloseGfxObj(
DatCollection dats,
IDatObjectSource dats,
uint gfxObjId,
out uint resolvedId,
out GfxObj? resolvedGfxObj)
@ -156,7 +157,7 @@ public static class GfxObjDegradeResolver
/// slot1 Id=0 MaxDist=FLT_MAX}). Callers that hydrate static geometry (always viewed at
/// distance &gt; 0) skip such GfxObjs.
/// </summary>
public static bool IsRuntimeHiddenMarker(DatCollection dats, uint gfxObjId)
public static bool IsRuntimeHiddenMarker(IDatObjectSource dats, uint gfxObjId)
=> IsRuntimeHiddenMarker(
id => dats.Get<GfxObj>(id),
id => dats.Get<GfxObjDegradeInfo>(id),