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

@ -327,7 +327,7 @@ public sealed class StreamingControllerReadinessTests
var outbox = new Queue<LandblockStreamResult>();
int ensureCalls = 0;
var appliedBuilds = new List<LandblockBuild>();
var demotedWhileStaticPresent = new List<uint>();
var demotedAfterStaticDetach = new List<uint>();
var shell = new EnvCellShellPlacement(
0x12360001u,
geometryId,
@ -374,8 +374,8 @@ public sealed class StreamingControllerReadinessTests
farRadius: 3,
demoteNearLayer: demotedId =>
{
Assert.Contains(staticEntity, state.Entities);
demotedWhileStaticPresent.Add(demotedId);
Assert.DoesNotContain(staticEntity, state.Entities);
demotedAfterStaticDetach.Add(demotedId);
},
ensureEnvCellMeshes: _ => ensureCalls++);
@ -396,7 +396,7 @@ public sealed class StreamingControllerReadinessTests
Assert.Equal(1, ensureCalls);
Assert.DoesNotContain(geometryId, meshes.ReferenceCounts);
Assert.DoesNotContain(staticEntity, state.Entities);
Assert.Equal(new[] { id }, demotedWhileStaticPresent);
Assert.Equal(new[] { id }, demotedAfterStaticDetach);
Assert.True(state.IsLoaded(id));
Assert.False(state.IsNearTier(id));
Assert.Equal(2, appliedBuilds.Count);