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:
parent
3971997689
commit
749e8ceeb1
225 changed files with 29107 additions and 3914 deletions
|
|
@ -16,6 +16,7 @@
|
|||
|
||||
<ItemGroup>
|
||||
<Using Include="Xunit" />
|
||||
<Using Include="AcDream.App.Tests.BoundedTestDatCollection" Alias="DatCollection" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue