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>
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225 changed files with 29107 additions and 3914 deletions
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@ -1,5 +1,6 @@
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using AcDream.Core.Content;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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@ -66,7 +67,7 @@ public static class GfxObjDegradeResolver
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/// this; tests use the callback overload below for easy fakes.
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/// </summary>
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public static bool TryResolveCloseGfxObj(
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DatCollection dats,
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IDatObjectSource dats,
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uint gfxObjId,
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out uint resolvedId,
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out GfxObj? resolvedGfxObj)
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@ -156,7 +157,7 @@ public static class GfxObjDegradeResolver
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/// slot1 Id=0 MaxDist=FLT_MAX}). Callers that hydrate static geometry (always viewed at
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/// distance > 0) skip such GfxObjs.
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/// </summary>
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public static bool IsRuntimeHiddenMarker(DatCollection dats, uint gfxObjId)
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public static bool IsRuntimeHiddenMarker(IDatObjectSource dats, uint gfxObjId)
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=> IsRuntimeHiddenMarker(
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id => dats.Get<GfxObj>(id),
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id => dats.Get<GfxObjDegradeInfo>(id),
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