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

@ -11,17 +11,17 @@ namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
public sealed class DisplaySettingsTests
{
[Fact]
public void Default_values_match_pre_L0_runtime_state()
public void Default_values_match_normal_client_policy()
{
// Defaults pinned to match the actual pre-L.0 startup state:
// Defaults pin the normal-client startup policy:
// · Resolution matches WindowOptions (1280×720 in GameWindow.Run)
// · FieldOfView matches camera FovY (60° = π/3)
// · VSync matches WindowOptions (false during dev)
// · VSync is on so normal presentation follows monitor refresh
// · ShowFps false matches retail's initially-hidden SmartBox meter
var d = DisplaySettings.Default;
Assert.Equal("1280x720", d.Resolution);
Assert.False(d.Fullscreen);
Assert.False(d.VSync);
Assert.True(d.VSync);
Assert.Equal(60f, d.FieldOfView);
Assert.Equal(1.0f, d.Gamma);
Assert.False(d.ShowFps);
@ -61,7 +61,7 @@ public sealed class DisplaySettingsTests
Assert.Equal(90f, d.FieldOfView);
// Other fields untouched.
Assert.Equal("1280x720", d.Resolution);
Assert.False(d.VSync);
Assert.True(d.VSync);
Assert.False(d.ShowFps);
}