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

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using AcDream.App.Rendering;
namespace AcDream.App.Tests.Rendering;
public sealed class FramePacingControllerTests
{
[Fact]
public void Software_pacing_waits_only_for_remaining_deadline_time()
{
var clock = new FakeClock(frequency: 1_000);
var waiter = new AdvancingWaiter(clock);
var controller = new FramePacingController(clock, waiter);
controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
clock.Timestamp = 40;
controller.CompleteFrame();
Assert.Equal([60L], waiter.Durations);
clock.Timestamp = 150;
controller.CompleteFrame();
Assert.Equal([60L, 50L], waiter.Durations);
}
[Fact]
public void Missed_deadline_rebases_instead_of_running_a_catch_up_frame()
{
var clock = new FakeClock(frequency: 1_000);
var waiter = new AdvancingWaiter(clock);
var controller = new FramePacingController(clock, waiter);
controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
clock.Timestamp = 250;
controller.CompleteFrame();
Assert.Empty(waiter.Durations);
// Rebased deadline is 350, not one of the elapsed 100/200/300
// deadlines. The next frame therefore waits instead of bursting.
clock.Timestamp = 300;
controller.CompleteFrame();
Assert.Equal([50L], waiter.Durations);
}
[Fact]
public void Wait_overshoot_rebases_future_deadline()
{
var clock = new FakeClock(frequency: 1_000);
var waiter = new AdvancingWaiter(clock) { OvershootTicks = 150 };
var controller = new FramePacingController(clock, waiter);
controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
controller.CompleteFrame();
Assert.Equal(250, clock.Timestamp);
waiter.OvershootTicks = 0;
clock.Timestamp = 300;
controller.CompleteFrame();
Assert.Equal([100L, 50L], waiter.Durations);
}
[Fact]
public void VSync_and_explicit_uncapped_policies_do_not_software_wait()
{
var clock = new FakeClock(frequency: 1_000);
var waiter = new AdvancingWaiter(clock);
var controller = new FramePacingController(clock, waiter);
controller.Apply(new FramePacingPolicy(UseVSync: true, SoftwareLimitHz: null));
clock.Timestamp = 1_000;
controller.CompleteFrame();
controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: null));
clock.Timestamp = 2_000;
controller.CompleteFrame();
Assert.Empty(waiter.Durations);
}
[Fact]
public void Rate_change_resets_deadline_from_current_monotonic_time()
{
var clock = new FakeClock(frequency: 1_000);
var waiter = new AdvancingWaiter(clock);
var controller = new FramePacingController(clock, waiter);
controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 10d));
clock.Timestamp = 25;
controller.Apply(new FramePacingPolicy(UseVSync: false, SoftwareLimitHz: 20d));
clock.Timestamp = 50;
controller.CompleteFrame();
Assert.Equal([25L], waiter.Durations);
}
private sealed class FakeClock(long frequency) : IFramePacingClock
{
public long Frequency { get; } = frequency;
public long Timestamp { get; set; }
public long GetTimestamp() => Timestamp;
}
private sealed class AdvancingWaiter(FakeClock clock) : IFramePacingWaiter
{
public List<long> Durations { get; } = [];
public long OvershootTicks { get; set; }
public void Wait(long durationTicks, long clockFrequency)
{
Assert.Equal(clock.Frequency, clockFrequency);
Durations.Add(durationTicks);
clock.Timestamp += durationTicks + OvershootTicks;
}
}
}