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

@ -81,4 +81,35 @@ public sealed class ContiguousRangeAllocatorTests
Assert.Equal(small.Offset, selected.Offset);
Assert.Equal(40, allocator.LargestFreeRange);
}
[Fact]
public void ReleasingTailLowersLiveHighWaterAndAllowsTrim()
{
var allocator = new ContiguousRangeAllocator(100);
Assert.True(allocator.TryAllocate(20, out _));
Assert.True(allocator.TryAllocate(30, out MeshBufferRange tail));
Assert.Equal(50, allocator.HighWaterMark);
allocator.Release(tail);
Assert.Equal(20, allocator.HighWaterMark);
Assert.Equal(80, allocator.TrailingFreeLength);
allocator.Shrink(40);
Assert.Equal(40, allocator.Capacity);
Assert.Equal(20, allocator.HighWaterMark);
Assert.Equal(20, allocator.TrailingFreeLength);
}
[Fact]
public void InteriorReleaseDoesNotHideAHighLiveAllocation()
{
var allocator = new ContiguousRangeAllocator(100);
Assert.True(allocator.TryAllocate(20, out MeshBufferRange first));
Assert.True(allocator.TryAllocate(30, out _));
allocator.Release(first);
Assert.Equal(50, allocator.HighWaterMark);
Assert.Throws<InvalidOperationException>(() => allocator.Shrink(40));
}
}