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

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using AcDream.App.Rendering;
using AcDream.App.Rendering.Wb;
namespace AcDream.App.Tests.Rendering;
public sealed class FixedEntityTextureOwnerLeaseTests
{
[Fact]
public void RepeatedReplacementReleasesHistoricalKeysForTheFixedOwner()
{
const uint owner = 42;
var lifetime = new RegistryLifetime();
using var lease = new FixedEntityTextureOwnerLease(lifetime, owner);
lease.Replace(hasReplacement: true);
lifetime.Acquire(owner, "first");
Assert.Equal(1, lifetime.ResourceCount);
lease.Replace(hasReplacement: true);
lifetime.Acquire(owner, "second");
Assert.Equal(1, lifetime.ResourceCount);
lease.Replace(hasReplacement: true);
lifetime.Acquire(owner, "third");
Assert.Equal(1, lifetime.ResourceCount);
lease.Replace(hasReplacement: false);
Assert.Equal(0, lifetime.ResourceCount);
Assert.Equal(3, lifetime.ReleaseCount);
}
private sealed class RegistryLifetime : IEntityTextureLifetime
{
private readonly OwnerScopedResourceRegistry<string> _registry = new();
public int ResourceCount => _registry.ResourceCount;
public int ReleaseCount { get; private set; }
public void Acquire(uint owner, string key) => _registry.Acquire(owner, key);
public void ReleaseOwner(uint localEntityId)
{
ReleaseCount++;
_registry.ReleaseOwner(localEntityId);
}
}
}