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

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using DatReaderWriter;
using AcDream.Core.Content;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
@ -357,7 +358,7 @@ public static class SkyDescLoader
/// Load + parse. Returns <c>null</c> if the Region doesn't have
/// <see cref="PartsMask.HasSkyInfo"/> or the dat is absent.
/// </summary>
public static LoadedSkyDesc? LoadFromDat(DatCollection dats)
public static LoadedSkyDesc? LoadFromDat(IDatObjectSource dats)
{
ArgumentNullException.ThrowIfNull(dats);
var region = dats.Get<Region>(RegionDatId);