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:
parent
fec0d94148
commit
c87b15303d
41 changed files with 3768 additions and 355 deletions
|
|
@ -56,6 +56,8 @@ public sealed class UiHost : System.IDisposable
|
|||
private bool _disposeRequested;
|
||||
private bool _disposed;
|
||||
|
||||
internal bool IsDisposalComplete => _disposed;
|
||||
|
||||
public UiHost(GL gl, string shaderDir, BitmapFont? defaultFont = null)
|
||||
: this(gl, shaderDir, defaultFont, new HostQuiescenceGate())
|
||||
{
|
||||
|
|
@ -67,9 +69,9 @@ public sealed class UiHost : System.IDisposable
|
|||
BitmapFont? defaultFont,
|
||||
HostQuiescenceGate quiescence)
|
||||
{
|
||||
_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
|
||||
TextRenderer = new TextRenderer(gl, shaderDir);
|
||||
DefaultFont = defaultFont;
|
||||
_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
|
||||
}
|
||||
|
||||
// ── Per-frame ──────────────────────────────────────────────────────
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue