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

@ -95,7 +95,7 @@ internal sealed class NullRenderFrameFailureRecovery : IRenderFrameFailureRecove
/// and close failure are reported together, while either failure alone
/// propagates directly.
/// </remarks>
internal sealed class RenderFrameOrchestrator
internal sealed class RenderFrameOrchestrator : IGameRenderFrameRoot
{
private readonly IRenderFrameLifetime _lifetime;
private readonly IRenderFrameResourcePhase _resources;