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

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