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>
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41 changed files with 3768 additions and 355 deletions
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@ -95,7 +95,7 @@ internal sealed class NullRenderFrameFailureRecovery : IRenderFrameFailureRecove
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/// and close failure are reported together, while either failure alone
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/// propagates directly.
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/// </remarks>
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internal sealed class RenderFrameOrchestrator
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internal sealed class RenderFrameOrchestrator : IGameRenderFrameRoot
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{
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private readonly IRenderFrameLifetime _lifetime;
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private readonly IRenderFrameResourcePhase _resources;
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