perf(render): bound animation and alpha scratch residency

Complete Slice D3 by replacing the unbounded animation dictionary with a concurrent byte/count LRU and by putting the three retail alpha scratch owners behind one typed aggregate budget. Preserve immediate growth and draw order while reclaiming one-frame density spikes after sustained under-use. Close stale bounds-cache issue evidence without inventing a cache.
This commit is contained in:
Erik 2026-07-24 16:34:28 +02:00
parent 3e18fc2730
commit f2644d42c2
18 changed files with 857 additions and 34 deletions

View file

@ -7,6 +7,20 @@ public sealed class ResidencyManagerTests
private sealed class MeshAsset;
private sealed class TextureAsset;
[Fact]
public void ScratchBytesAreCommittedCpuResidence()
{
var charges = new ResidencyCharges(
LogicalBytes: 1,
CpuPreparedBytes: 2,
DecodedBytes: 3,
ScratchBytes: 4,
StagingBytes: 5);
Assert.Equal(15, charges.CommittedCpuBytes);
charges.Validate();
}
[Fact]
public void HandlesAndOwnersReserveZeroAsInvalid()
{