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

@ -1,4 +1,5 @@
using AcDream.Content.Vfx;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.Tests.Conformance;
using DatReaderWriter;
@ -48,12 +49,13 @@ public sealed class HumanoidMotionTableRootMotionTests
return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
using var boundedDats = new DatCollectionAdapter(dats);
Setup setup = Assert.IsType<Setup>(dats.Get<Setup>(HumanoidSetup));
MotionTable table = Assert.IsType<MotionTable>(dats.Get<MotionTable>(HumanoidMotionTable));
var sequencer = new AnimationSequencer(
setup,
table,
new RetailAnimationLoader(dats));
new RetailAnimationLoader(boundedDats));
sequencer.SetCycle(NonCombatStyle, Ready);
sequencer.SetCycle(NonCombatStyle, InterpretedWalkForward);