refactor(lifetime): own render resource prefixes

Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 14:42:14 +02:00
parent fec0d94148
commit c87b15303d
41 changed files with 3768 additions and 355 deletions

View file

@ -694,7 +694,7 @@ slices. `OnClosing` delegates to the existing retryable shutdown transaction.
Silk callbacks become narrow calls into the input, update, render, resize,
focus, and shutdown owners.
Checkpoints E, F, and G are complete. `CameraPointerInputController` owns raw pointer,
Checkpoints E, F, G, and H are complete. `CameraPointerInputController` owns raw pointer,
camera cursor/focus/scroll/sensitivity behavior; `FramebufferResizeController`
alone publishes physical framebuffer changes. All Silk, dispatcher, retained
UI, and optional devtools device edges are reversible, transactional, and
@ -715,10 +715,16 @@ then borrows late-bound runtime targets without replay. Saved FOV now applies at
startup even when devtools are disabled; this is a deliberate correction of the
old accidental SettingsVM gate. The controller also preserves unrelated unsaved
Gameplay draft fields when combat preferences change. `GameWindow` is now 3,663
raw lines / 162 fields / 37 methods. Checkpoints HL remain active, with explicit
resource ownership and frame slots next. The Checkpoint G production App build
is warning-free, all three corrected-diff reviews are clean, and the complete
Release suite passes 7,553 tests / 5 intentional skips.
raw lines / 162 fields / 37 methods at G. H adds sole lifetime roots for the
terrain atlas and dedicated sky shader, one retained Host/runtime lease, an
atomic update/render frame-root slot, and a prepare-aware portal fallback and
transfer slot. GL construction and state mutations now use checked commit
boundaries with exact retry ownership for failed names, bindless residency,
and texture-binding restoration. `GameWindow` is 3,689 raw lines / 162 fields /
37 methods. Checkpoints IL remain active, with ordered production composition
next. The Checkpoint H production App build is warning-free, its 61 focused
ownership tests pass, the complete Release suite passes 7,606 tests / 5 skips,
and all three final corrected-diff reviews are clean.
### 4.4 Exit criteria