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

@ -33,6 +33,8 @@ public sealed class RetailAlphaQueueTests
log);
Assert.Equal(1, objects.ResetCount);
Assert.Equal(1, particles.ResetCount);
Assert.Equal(1, objects.PrepareCount);
Assert.Equal(1, particles.PrepareCount);
}
[Fact]
@ -115,12 +117,20 @@ public sealed class RetailAlphaQueueTests
{
public List<int> BatchSizes { get; } = new();
public int ResetCount { get; private set; }
public int PrepareCount { get; private set; }
private int[] _prepared = [];
public void DrawAlphaBatch(ReadOnlySpan<int> tokens)
public void PrepareAlphaDraws(ReadOnlySpan<int> tokens)
{
BatchSizes.Add(tokens.Length);
foreach (int token in tokens)
log.Add($"{name}:{token}");
PrepareCount++;
_prepared = tokens.ToArray();
}
public void DrawPreparedAlphaBatch(int firstPreparedDraw, int drawCount)
{
BatchSizes.Add(drawCount);
for (int i = 0; i < drawCount; i++)
log.Add($"{name}:{_prepared[firstPreparedDraw + i]}");
}
public void ResetAlphaSubmissions() => ResetCount++;