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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@ -21,9 +21,8 @@ public readonly record struct MeshRef(uint GfxObjId, Matrix4x4 PartTransform)
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/// bind a sub-mesh's texture, it consults this map. A hit means
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/// "use the base Surface's colors/flags/palette but swap its
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/// <c>OrigTextureId</c> for the value here." The renderer calls
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/// <c>TextureCache.GetOrUploadWithOrigTextureOverride</c> which caches
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/// the decoded result under a composite key so multiple entities can
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/// share the same override without redecoding.
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/// the owning renderer resolves an owner-scoped composite. Equivalent
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/// live entities may share it, and the final owner releases it.
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/// </para>
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/// <para>
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/// Null means "no overrides, use each sub-mesh's native surface as-is."
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