refactor(render): extract frame resource preparation

Move ordered resource begin, clear/state setup, live upload/reveal, weather timing, and display pacing behind focused owners while preserving the accepted frame order and retryable shutdown ownership.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 05:23:46 +02:00
parent 733126a272
commit bc6f09f987
8 changed files with 1068 additions and 205 deletions

View file

@ -377,6 +377,20 @@ corrected-diff reviews are clean.
- prove `WbMeshAdapter.Tick` remains before reveal evaluation and drawing;
- prove dispatcher begin occurs once for the whole world/paperdoll frame.
Completed 2026-07-22. `RenderFrameResourceController` now owns the exact
resource-begin → atmosphere/GL-clear → live-upload/reveal/particle transaction,
with a single captured GPU slot shared by every phase. Focused sources own the
login reveal cell, teleport render state, upload timing, and render-time weather
clock. `DisplayFramePacingController` owns requested VSync, the event-refreshed
monitor-rate cache, software pacing, and the post-render callback without adding
a monitor query to the frame hot path. Borrowed frame owners are withdrawn before
render teardown; portal fallback ownership transfers before the throwable sink
bind; pacing releases its borrowed surface/profiler before their owners close.
`GameWindow.cs` is 6,181 raw lines, 60.7% below the 15,723-line campaign
baseline. Twenty-one focused tests, the Release build, and the complete suite
pass (7,269 passed / 5 skipped). Retail, architecture, and adversarial
corrected-diff reviews are clean.
### D — world frame builder
- move animated/equipped classification, camera/root selection, outdoor-node