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 DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using AcDream.Core.Content;
namespace AcDream.Core.Meshing;
@ -75,7 +76,7 @@ public static class MotionResolver
/// </summary>
public static IdleCycle? GetIdleCycle(
Setup setup,
DatCollection dats,
IDatObjectSource dats,
IAnimationLoader animationLoader,
uint? motionTableIdOverride = null,
ushort? stanceOverride = null,
@ -123,7 +124,7 @@ public static class MotionResolver
public static AnimationFrame? GetIdleFrame(
Setup setup,
DatCollection dats,
IDatObjectSource dats,
IAnimationLoader animationLoader,
uint? motionTableIdOverride = null,
ushort? stanceOverride = null,
@ -148,7 +149,7 @@ public static class MotionResolver
/// </summary>
private static (Animation, AnimData)? ResolveIdleCycleInternal(
Setup setup,
DatCollection dats,
IDatObjectSource dats,
IAnimationLoader animationLoader,
uint? motionTableIdOverride,
ushort? stanceOverride,