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.Numerics;
using AcDream.Core.Terrain;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using AcDream.Core.Content;
using DatReaderWriter.Enums;
namespace AcDream.Core.Meshing;
@ -50,7 +51,7 @@ public static class GfxObjMesh
/// normals (and potentially different UVs via <c>NegUVIndices</c>).
/// </para>
/// </remarks>
public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, DatCollection? dats = null)
public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, IDatObjectSource? dats = null)
{
// One bucket per (surface-index, isNeg) pair. Negative-side triangles
// always land in a different bucket than their positive counterparts